Most Common House Rules

No (or really, limited) Spell Components. Take it as being a free "Eschew Materials" feat. Very very few GMs I've ever played with have actually dealt with material components. I'm dealing with more expensive components on a case-by-case basis.

No Spell Books. You just "know" spells. "Spell Books" are something completely different.

Dodge is +1 to your AC against all opponents.

Feats that give +2 to two different skills automatically make those skills Class Skills. This is a way to get more skills on your list without multi-classing. Want a Diplomatic Wizard? Take Negotiator or a similar feat.

Remove Scimitar from the Druid weapon list. Add Bows.
 

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Piratecat said:
For my next game, I will do character score generation by inviting everyone over and having them briefly discuss their character idea. Then each player will roll 4d6, drop one, seven times. We'll put those on a big sheet of paper -- and the the players, as a group, can decide who gets what score. They can spread them out, give one person lots of high scores, whatever they like. I expect it'll build some fun teamwork.

I love this idea.

It would totally help the people with MAD at no cost to the wizard/sorc etc.

As the Wiz, I could volunteer to dump stat half my attributes so the Monk could crazygonuts.
 

I completely forgot the no spell components rule; I've never used them. Expensive ones, maybe, but bat guano? Come on....

Yeah, the druid's lack of ranged weaponry didn't make a whole lot of sense, and neither did the presence of scimitar on the list. It's great for swashbuckling druids, but why would a forest elf druid have a scimitar but not a bow? Also of note, however, is that arrowheads are usually metal (though they don't have to be). Would a druid not be allowed to use standard metal arrowheads? This also brings up the problem that sling bullets are metal also...

I had considered making a feat that allowed a character to add a class skill to his/her list, but the two-skill +2 feats make sense too. Does skill focus do it also?
 

hollowleg said:
I had considered making a feat that allowed a character to add a class skill to his/her list, but the two-skill +2 feats make sense too. Does skill focus do it also?

Sure. Why not? +2/+2 for two or +3 for one, yah takes yer choice.


I forgot one other:

Eliminate all Multi-classing restrictions of the kind that force you to stop taking levels in one class if you take levels in another. You want to be a Monk/Paladin and keep going up in both? Fine with me.
 

New character stat roll rule.

A. It's official. I'm letting the players roll 3 dice for hit dice and take the top one.

B. For my next campaign, this is what I'm thinking about for rolling stats.

2 rolls of 5d6 drop the lower two
2 rolls of 4d6 drop the lower one
2 rolls of 3d6 (no drop)

This gives the joy of random rolling (point buy just isn't as much fun and you know it.) It gives the players at least two good stats (hopefully) and two potentially crappy ones. That's the good fun, right there. I feel crappy attributes are important to good characterization, a character is better defined by what they cannot do than what they can do.
 

Psion said:
  • Heroic Array (16, 15, 14, 13, 12, 11)
  • Instead of standard feat progression, 1 feat per level except levels you get ability increases (i.e., 1-3, 5-7, 9-11, 13-15, 17-19)
  • Many races open. 1 free ECL. Players who take ECL 0 races get compensating bonuses. (There are many worlds out there...)
  • 2 bonus skill point per level, and the possibility of extra class skills through background feats (I emphasize skills more than other GMs...)

Psion -- what compensating bonuses will you give to an ECL0 race?

I like the extra skill points per level, but I give only 1.
 
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I have a lot, and I apologize for repetition but I did not read the entire thread.

- Wound and vitality in play.

- Armor as DR, modified to my taste.

- Vitality to cast spells. Spell level squared in cost. Spells that deal damage in dice can deal wound. Failed reflex on such spells results in 1 wound per die. Touch spells allow no save and deal 1 wound per die. No holding a charge. If you wanna Shocking Grasp someone, make your concentration check. Also, vitality cannot be healed, only wound. That at a reduced rate... it is hard to mend someone's innards once they are mashed.

- Stats modified. Dex to hit, Wisdom to initiative.

- Generic weapons chart. Mechanically bland, ripe for description and player creativity.

- Opposed rolls whenever possible. Sunder, Disarm, skills, etc. are all based on just how talented the two opponents are.

- Max three attacks per round, regardless of level.

- Bonus damage based on how much you beat your target AC by.

- Base defense bonus of my own division.


A lot of stuff. A lot unmentioned. My group is older and vorascious, as well as very intelligent. We love role-playing, but have issues with mechanics that simply do not support the type of world being portrayed, therefore we altered the mechanics. Sorry for lack of explanation. It would take a post as long as my arm to explain it all along with my reasoning.
I would say more, but I have a spark of a dream to someday see this stuff in a published book. *sigh*

Later!

-
 

Missed this question:

catsclaw227 said:
Psion -- what compensating bonuses will you give to an ECL0 race?

I use the rules from Green Ronin Advanced GM Guide. Each ECL traded away you get 3 of the following benefits:
  • +4 bonus to one ability
  • +2 bonus to two abilities
  • +2 natural armor bonus
  • darkvision
  • low-light vision
  • scent
  • a bonus feat
  • +8 bonus divided among all skills.

Though the AGMG doesn't specify, I limit ability scores to 18 before racial modifiers, and only allow one of each benefit.
 
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I really like the skill feats making those skills class skills. I may have to steal that one.

Common Houses rules for my games:

Critical Fumbles: If you roll a 1 on your attack roll, roll again. If the second roll would hit, the attack is a normal miss. If the second roll would be a miss, you fumble and I compare the number you rolled to my fumble chart, which causes effects from dropping your weapon to getting knocked off-balance and losing your Dex bonus to AC for one round.

Botched Saves: If you a roll a 1 on a saving throw, roll again (I really don't want to take the time to figure out what equipment might get damaged and roll for that) if the second roll is a failure, you take the maximum possible effect from the spell.

Fate Points Instead of story/ad-hoc/RPing XP, I aware Fate Points which can be used, by spending varying amounts, for things like re-rolls, buying up ability scores, making a fatal wound drop you to -5 instead, etc.

Movement bonuses: Characters add their Str and Dex modifiers to their base speed. (For combat only. It has no effect on their overland travel rate.)

Elf Favored Class: Elves treat Sorcerer rather than Wizard as their favored class, since they're supposed to be inately magical.

No Double Weapons: Except the quarterstaff and dwarven ergosh. I think the vast majority of the double weapons in the PHB (and other books) are lame and would be a greater danger to the wielder than their opponent. This also means the gnomish weapon familiarity is with the gnomish battle pick instead of the hook hammer.

Secret Initiative: Like other folks, I roll for the players and they don't know what they rolled (though it's pretty easy to figure out after the first round.)

Dead or Just Mostly Dead?: If a character gets dropped below 0 hitpoints, all the players know is the character took a hit and went down. (Barring grievous amounts of damage, where the character is dropped below -20 or had to/would have had to make a save vs. massive damage if the amount hadn't killed them outright.) Until one of the players takes the time to check for vitals or try to heal the downed character, they don't know if he's alive or dead, or how close to death he is. Prevents "Don't worry, Frank's only at -2, we've got 8 rounds before he bleeds to death" sort of moments and adds to the suspense. (In relation to the Fate Points system, I will automatically deduct the Fate Points and spare the character's life if the player has them available.)

Elemental Domains: Priests who have an elemental Domain (Air, Earth, Fire, Water) can choose to gain Energy Resistance in that element (Air=Electricity, Earth=Acid, Fire=Fire, Water=Cold) equal to their Charisma bonus times their Cleric level instead of the near-useless Turn/Rebuke elemental abilities those domains normally grant. I just prefer the idea of a priest of a Fire god not having to worry as much about being burned over him maybe being able to take control of a Fire Elemental if he ever runs into one.
 

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