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Thread: House Rules

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    Bugbear in the Playground
     
    Istari's Avatar

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    Default House Rules

    I have a big question for all you playgroundersd out there.

    What are your favorite or least favorite house rules?

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    Dwarf in the Playground
     
    Imp

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    Default Re: House Rules

    Favorites:

    - Ignore encumbrance as long as you're being reasonable
    - Don't track mundane stuff like food and water - assume competent characters equip themselves appropriately
    - Don't do XP, just level up when appropriate
    - Monks get full BAB
    - Quick Draw allows sheathing a weapon as a free action, as well as drawing one
    - Readying an action doesn't affect your initiative order (but delaying action still does)

    Least favorites:
    - You're not flatfooted before your first go (That's half the point of initiative)
    Last edited by Sleet; 2007-11-26 at 03:50 PM.

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    Default Re: House Rules

    So far, the only houserule my group uses is that you can attack with both weapons as standard action, as well as attack with both weapons after charge.
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    Default Re: House Rules

    I've always liked to replace all Resurrection type spells with Revivify (SpC). It makes death more final and urgent, because you only have one round to bring them back. Also, you don't lose a level when revived with Revivify. I've often found level loss from resurrection annoying, because it can become an endless cycle of death and resurrection at a lower level.
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    Default Re: House Rules

    I have quite a lot, but here are some favourites:
    1) Power Attack being shifted down to 1:1 for all weapons, coupled with 1.5 Strength Bonus to AB and DB (minimum of +1 Bonus, so -1 becomes 0, 0 becomes 1, etc..) for Two Handed Weapons (but only Two Handed Weapons).

    2) Combat Expertise as a Bonus Feat for all Martial Classes,

    3) Weapon Finesse applies to all weapons.

    4) Dumping of Iterative Attacks in favour of an Extra Attack at their Full Attack Bonus when they reach Base Attack Bonus 11 .

    5) Strength Bonus applies to Bow AB and Thrown Weapons (does not stack with Dexterity)

    6) Full Strength Bonus to Off Hand Attacks

    7) Adios retarded Race Weapons

    8) Clerics learn spells like Wizards

    9) Only Spells on my list are available.

    10) Great Swords do 1D12 Damage

    11) Critical Hits are gone, many weapons move up a Damage Die.

    12) Elves get automatic Proficiency with Short Swords, Long Swords, Short Bows and Long Bows.

    13) Spears and Long Spears can be used One Handed (but do 1D6 Damage)

    14) Tower Shields are Two Handed Weapons

    15) Armour doesn't reduce Movement Speed, only Running Speed

    16) One Handed or Light Weapons used Two Handed move up a Damage Die (i.e. 1D6 becomes 1D8, 1D8 becomes 1D10, etc...). Conversely, Two Handed Weapons used One handed move down a Damage Die (i.e. 1D12 becomes 1D10)

    17) Shields grant a Block Manoeuvre as an Immediate Action

    18) Orcs are just another word for Hobgoblin. Half Orcs undergo significant reforms...

    19) Monks get full Base Attack Bonus progression, amongst other things

    20) Saving Throws become +1 per Character Level for all Classes and Prestige Classes

    21) Skill Focus becomes +4 and can be bought in stages; other Skill Boosting Feats are removed.
    Actually, the list goes on and on...
    Last edited by Matthew; 2007-11-26 at 05:06 PM.
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    Default Re: House Rules

    Partial proficiency with languages (half a rank) means there's a chance you'll be misunderstood when trying to speak it, often hilariously.
    Most of our other houserules involve things like antimatter weapons and neutronium and such.
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    Bugbear in the Playground
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    Default Re: House Rules

    In addition to some of those listed above (and I will be stealing some from Matthew), I like the following:
    1. No class skills, every skill costs one point per rank to raise. UMD is a class feature of those classes that normally have access to it: others cannot raise it and if they dip a class that can use it they can only spend points on it in levels they have in that class.
    2. A block/parry mechanic that uses an AoO for the round.
    3. All magic requires Charisma as DC and either Int or Wis to determine bonus spells.
    4. No multiclassing penalties.

    I have others, but those are probably the most important.

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    PirateGuy

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    Default Re: House Rules

    Matthew: Could you explain that "block maneuver" that Shields grant? I've been looking for a way to balance S&B fighters in a reasonable way, and this intrigues me...
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    Default Re: House Rules

    Quote Originally Posted by kjones View Post
    Matthew: Could you explain that "block maneuver" that Shields grant? I've been looking for a way to balance S&B fighters in a reasonable way, and this intrigues me...
    Sure. Basically there are a few options for handling this, depending on how powerful you want it to be.
    1) You can declare it an auto miss, as with the Block Arrow Feat.

    2) You can use an Opposed Roll Mechanic, where the DC is the Attack Roll (as with the Wall of Blades Manoeuvre from TOB). Treat as though a Shield Bash (without penalties) and add any Shield Bonus to the result (I actually add 2 for Light Shields and 4 for Heavy Shields, i.e. twice their AC).

    3) Same as above, but using a Reflex Save instead of an Attack Roll.

    4) Same as above, but no roll, instead 'take 10'.
    I initially conceived of this as a Feat, then decided there were already way too many in the game. The original source, though, was the 2e Complete Fighter's Handbook.
    Last edited by Matthew; 2007-11-26 at 06:15 PM.
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    Default Re: House Rules

    The Keen magic weapon property and the Improved Critical feat stack.
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    Default Re: House Rules

    No death from Massive Damage. Instead character is considered shaken.

    Many, many spells don't exist anymore.

    PHBII alternate metamagic class feature for sorcerers is standard.

    Sorcerers get Eschew Materials for free at first level.

    Natural Spell does not exist.

    Classes do not have alignment restrictions. Alternate versions of the Paladin are used for each alignment.

    Favored Souls get the cure spells added to their list for free at the appropriate levels.

    There are more...
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    NinjaGuy

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    Default Re: House Rules

    Quote Originally Posted by Sleet View Post
    Favorites:

    - Ignore encumbrance as long as you're being reasonable
    - Don't track mundane stuff like food and water - assume competent characters equip themselves appropriately
    - Don't do XP, just level up when appropriate
    - Monks get full BAB
    - Quick Draw allows sheathing a weapon as a free action, as well as drawing one
    - Readying an action doesn't affect your initiative order (but delaying action still does)

    Least favorites:
    - You're not flatfooted before your first go (That's half the point of initiative)
    I use pretty much the same as these "favorites".

    Additionally: Massive damage only makes you "clobbered" (only take partial action) instead of insta-dead; also massive damage amount scales based on size, and the DC scales based on the damage done (doing 100 damage to a halfling should be more damaging than 51 damage to an ogre)

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    Dwarf in the Playground
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    Default Re: House Rules

    At high levels, I like the +/- 20 rule on critical hits and fumbles instead of auto hit/miss.
    I generally run the "don't abuse it and we ignore it" encumbrance rules.

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    Default Re: House Rules

    Favorites:

    1. Maximum hit points for everyone- combat tends to go from 'if you win initiative you kill it' to actually having some strategy, especially with...
    2. Mutual agreement not to abuse use save-or-dies/sucks/commits suicide effects. Players start using them, so will I, and they're told that from the beginning.
    3. No xp penalties for multiclassing. It's neither consistent nor sensible.
    4. Gestalt, with the right players and expanded a bit.
    5. Automatic stabilization after four rounds unmolested or combat ends. Because there is nothing heroic about bleeding to death.
    6. Paladins are a PrC only. If I think the player and I see eye-to-eye on the subject, after seeing the character in action, they get the go ahead. Prevents the loss of all class features due to miscommunication.

    Edit: I also use a lot of the little ones, like no encumbrance, but I don't even think about them much anymore.
    Last edited by Zincorium; 2007-11-26 at 07:22 PM.
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    NinjaGuy

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    Default Re: House Rules

    Quote Originally Posted by Just Alex View Post
    At high levels, I like the +/- 20 rule on critical hits and fumbles instead of auto hit/miss.
    I generally run the "don't abuse it and we ignore it" encumbrance rules.
    Oh, that reminds me. I use 30/-10 (that is, a roll of 20 = 30 and a roll of 1 = -10) for attack rolls, but not skill checks or saves, those are normal. I'd rather have natural 1s not be auto-fail, so I think I might like to start using 1 = -10 for saves but not 20=30

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    Titan in the Playground
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    Default Re: House Rules

    Gnomes get a +2 racial bonus to Open Locks, Disable Device, and Craft and Search checks related to mechanical devices.

    Halflings get low-light vision.

    Several changes to the literacy rules: First, characters are literate in scripts, not languages. If you speak the appropriate language, and you know the alphabet used, you can sound out the writing. Second, not all characters are automatically literate: Paladins, clerics, monks, bards, and wizards get literacy for free in the script of one language known (player's choice). Druids get free literacy in Druidic. Anyone else, or for any other languages, you need to spend skill points (two points for barbarians, one for anyone else).

    Ranged weapons get their maximum ranges adjusted if the attacker and target are at different elevations. If the attacker is higher, maximum range is increased by an amount equal to the height difference, and if the attacker is lower, it's decreased by the same amount. The range increment remains the same, but the maximum range might be more than 10 range increments (in which case penalties continue to increase). This actually models the physics involved pretty closely, and is easy to implement.
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    NecromancerGuy

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    Default Re: House Rules

    The two I would never play without in some form:

    1) Adios, massive damage
    2) Death occurs at 10 + 1/2*HD + Constitution modifier

    Edit -

    And the third "rule" that I'd never play without:

    3) No broken crap (e.g. polymorph, celerity), a rule seemingly not shared by many on internet message boards
    Last edited by deadseashoals; 2007-11-26 at 11:51 PM.

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    PirateGuy

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    Default Re: House Rules

    Quote Originally Posted by brian c View Post
    Oh, that reminds me. I use 30/-10 (that is, a roll of 20 = 30 and a roll of 1 = -10) for attack rolls, but not skill checks or saves, those are normal. I'd rather have natural 1s not be auto-fail, so I think I might like to start using 1 = -10 for saves but not 20=30
    Pet Peeve alert: A natural 20 or a natural 1 on a skill check doesn't do anything special. (Unlike with saving throws, where it's an automatic success/failure.)
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    BlueKnightGuy

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    Default Re: House Rules

    My favorite house rules gotta' be...
    1. Roll stats with 4d6, take the top three die scores
    2. Have at least one 18 stat score to start
    3. No encumberance
    4. No need to have food or water
    5. less importance on alignment

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    Default Re: House Rules

    Quote Originally Posted by metalbear View Post
    My favorite house rules gotta' be...
    1. Roll stats with 4d6, take the top three die scores
    2. Have at least one 18 stat score to start
    3. No encumberance
    4. No need to have food or water
    5. less importance on alignment
    Isn't "1)" the standard stat gen RAW method anyways?

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    GnomePirate

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    Default Re: House Rules

    Why Strength to hit with bows? I can see strength for thrown weapons, but strength for bows doesn't make sense to me.

    This seems like it has the potential for de-railing, so . . . link
    Last edited by Skjaldbakka; 2007-11-27 at 01:46 AM.
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    NinjaGuy

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    Default Re: House Rules

    Quote Originally Posted by kjones View Post
    Pet Peeve alert: A natural 20 or a natural 1 on a skill check doesn't do anything special. (Unlike with saving throws, where it's an automatic success/failure.)
    That's why I don't use -10/30 for skill checks.

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    I've always been in favour of the 30/-10 rule, and also (depending on my players opinion) I'm going to implement that death occurs at -con score instead of -10. Thirdly, not so much a house rule as a guideline, if I don't know the rule (as the DM), or where to find it straight away, then I use a rule that makes sense/seems right. This may or may not become the standard. Fourthly (one that my players decided against my agreement) if a player accidentally says something wrong, they can correct themselves. If I (DM) accidentally say something wrong, it goes. At one point, this meant that a goblin, instead of throwing a javelin, threw his crossbow at a player. Up until that point, the goblin didn't even have a crossbow!
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    Bugbear in the Playground
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    Default Re: House Rules

    These are the rules I use for my games:

    • The following defined variants are used: Massive Damage Based on Size, Weapon Equivalencies, Critical Success or Failiure, Nonmagical Psionics, Reducing Level Adjustment, all class- and class feature variants (except gestalt), Fractional Base Bonuses, Complex Skill Checks, Character Traits & Flaws, Alternative Save Failiure Results (Dying), Action Points.
    • No XP penalty for multiclassing, no favoured classes.
    • Every character gets a Background Feat at levels 1, 5, 10, 15 and 20. This can be any skill-related feat (Alertness, Education, Skill Focus etc.), Endurance, or in general, any relatively weak feat allowed by me.
    • All hit dice for both players and monters are maximised.
    • 0 level bonus spells for high stats.
    • Critical fumbles for attack rolls (and everything else on a d20, really).
    • Various class fixes and adjustments. This includes 4 SP for fighters and sorcerers, the complete removal of the Monk (play a swordsage instead you git) and The Unofficial Hexblade Fix.
    • Gnomes get +2 Int instead of Con. Some other minor adjustments to other races.
    • Concentration DC to cast defensively is now not a static 15, but instead 10+spell level+threatening enemy's BAB (if multiple enemies threaten, use the highest one).
    • No double weapons except Quarterstaff and Twobladed Sword, and no goddamn Spiked Chain. Sorry catgirls, but those weapons just don't make sense and to me, break suspension of disbelief to a degree. Also, no Animated Shield. Because there must be SOME point to playing a S&B fighter
    • This one goes without saying, but broken stuff = not allowed. This means you, Celerity, Candle of Invocation and Ur-Priest. Incidentally, I don't ban Polymorph or Alter Self, because I enforce the rule that you can't morph into things you are not familiar with.
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    RedKnightGirl

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    Default Re: House Rules

    If you die, you can't take any actions.

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    Default Re: House Rules

    My group tends to avoid house rules, with the exception that we always tend to go with RAI instead of RAW.

    One good exception: When you roll a 1, you automatically miss. You then roll to confirm a critical fumble. If roll to confirm and hit the enemy's AC, nothing special happens beyond missing. If you roll to confirm and miss again, then the DM can force something odd to happen - usually dropping your weapon, rolling to sunder your weapon, accidentally attacking another target, you fall Prone, etc. If you roll another 1, you roll damage against yourself.

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    Default Re: House Rules

    Quote Originally Posted by Emperor Demonking View Post
    If you die, you can't take any actions.
    Oh yeah, forgot about that one... use that one too.
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    MindFlayer

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    Default Re: House Rules

    Just want to start off by saying what is so bad about natural spell?
    I notice a lot of you disallow it. I really don't see anything wrong with it.

    And now without further ado the house rules that my group uses (at least what I can think of.

    No Multi-class XP penalties
    No Favored Class
    Hit points: First 2 levels full dice value every other gets 3/4 (IE d8 = 6HP)
    Spiked Chain Does not exist.
    Use casting stat modifier to get bonus 0th level spells (Cleric with 18 WIS has
    4 extra 0th level spells to cast)
    It is assumed that the player has mundane stuff like food and clothing unless
    something comes up in the game to make one think otherwise. (IE stuck
    in the desert for weeks or a thief steals all of your stuff)

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    Barbarian in the Playground
     
    MindFlayer

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    Default Re: House Rules

    Quote Originally Posted by serok42 View Post
    Just want to start off by saying what is so bad about natural spell?
    I notice a lot of you disallow it. I really don't see anything wrong with it.
    Natural spell allows a druid to be wildshaped and still cast. While in Wildshape they are one of the best meleers in the game, especially if all sourcebooks are allowed or if you are lax about animal familiarity. By removing wildshape this at least forces them to choose between awesome physical power and full spellcasting (also generally viewed as incredibly powerful). Its not perfect, and a wildshaped druid can still own a fighter of equal level with ease, but it is better.
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    Default Re: House Rules

    Quote Originally Posted by Istari View Post
    I have a big question for all you playgroundersd out there.

    What are your favorite or least favorite house rules?
    I don't really have any specific most favorites. My most favorite in general would be a campaign setting which imitates most of the common "high fantasy" settings in which I've played in the past. This involves "house rules" against using a vast array of the set of source books available. I really enjoy a game in which I'm and the other players are core races and core classes. I don't care to play next to the Half Ogre Asamar Gestalt Warlock/Artificer. It's just not the "look and feel" I care for in my D&D.

    Least favorite:
    A 1 on a to hit roll is a fumble - This house rule punishes melee types and causes those with more than a single attack to fumble more often than those with only a single attack. The net result is that a 6th level Fighter fumbles twice as often as a 1st level Fighter. In AD&D when the Fighter was using his "One swing per level against monsters under level 1" ability, it nearly guaranteed that in any melee lasting more than 4-5 rounds that you'd cripple yourself of a friend. Just. Not. Heroic. (Or. Rational.)
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