Ry
Explorer
Oh, yeah baby - this is it. My new campaign begins in 2 weeks, and I am so psyched. My players are psyched too, but since I'm running a pretty unconventional game, I thought ye houserulers might be interested in the house rules:
GM Can't Introduce New House Rules
Players Roll All the Dice
Average/Static Damage
Reserve Points (from UA)
No Alignment
And the ones that you probably don't know just from the description above:
Getting Started
Problem Solving XP
"Epic" progression after 6th level
Conviction
Getting Started
PCs will created as a roundtable with the GM and the other players present. Stats will be 32 point buy, or 25 point buy for Level Adjustment +1 races. Initial PCs are created at level 2. If the rest of the party is all level 4 and above, new PCs are created at level 3. If the party is all level 6, new PCs will be created at level 4. All 3.5 LA+0 and LA+1 races and base classes are available (including ones from the Complete books, the Miniatures Handbook, and the PHB II), but Prestige classes must be cleared with the GM on a case-by-case basis.
Characters should be created with everyone's fun in mind (both mechanically and personality-wise). The GM is free to let players mix and match concepts to get the character they're looking to play (for example, letting a player use the goblin racial rules for a halfling character).
At the beginning of each session, the GM and players will chat about how the characters are connected to the world and each other, and suggest ideas for the off-camera life of the PCs. Players will create a tight party together, including a backstory that connects the PCs and explains why they are on the adventure together. Party contacts, including possible alternates and nemeses, and a few favourite PC haunts will be made or fleshed out at this time.
The GM will come prepared with ideas to help grease the wheels for all involved, and players can suggest things they'd like to see in the world (pulling out a rulebook, pointing at something, and saying "that!" is a totally valid suggestion). The goal is to have the characters start play hooked into the world, story, and party, so when the dice hit the table, the game takes off.
Experience and Advancement
The amount of experience required to hit each level is doubled, and standard advancement is capped at 6th level. Once characters have reached level 6, they continue to gain experience as normal for 6th level characters, and they can use this experience to buy feats for 5000 experience each. At the start of each session, players create a list of problems the party is trying to solve. The GM assigns CRs to these problems. When any problem is solved, the player characters get experience points as per a defeated monster of the same CR. The players can add to the list at any time, although the GM is always the one who assigns a CR.
Problems on the list aren't restricted to external problems in the world - they could include "we haven't seen the view from the top of Mount Awesome", or even party-internal roleplaying, like "we need to get that warlock out of his shell." The GM may give a problem a CR of 0 if the problem is extremely trivial, but even recurring, simple problems like "Thranish is probably hungry" can be used to gain experience if fun is had when resolving them.
All experience is always shared among the entire party (i.e., 1 PC per player present at the table) even if some PCs aren't involved in the scene.
Conviction & Death
The highest-level PCs at the table get 6 Conviction, and for each level lower than the highest that you are, you get an extra point of Conviction. This pool is restored whenever the party has a night of complete rest (this effect cannot be magically reproduced). Conviction is spent as follows:
Code:
Roll an extra d20* (before the roll) 1
Roll an extra d20* (after the roll) 2
Take an extra move-equivalent action** 1
Take an extra standard action** 2
Gain an extra use of an X/day ability 2
Show up in a scene 1
* When you roll extra d20s, you take the highest roll.
** Once per round.
PCs have a death flag that they can raise in order to get 4 extra Conviction. This flag can be lowered by spending 4 Conviction. While a player-character's death flag is raised, they can suffer death as per the standard rules. While the flag is lowered, the player character can still be captured, imprisoned, fall off a cliff into a river and left for dead - but will not actually die. NPCs with names use the normal rules for death, but NPCs without names die at 0 hit points.
GM Can't Introduce New House Rules
Players Roll All the Dice
Average/Static Damage
Reserve Points (from UA)
No Alignment
And the ones that you probably don't know just from the description above:
Getting Started
Problem Solving XP
"Epic" progression after 6th level
Conviction
Getting Started
PCs will created as a roundtable with the GM and the other players present. Stats will be 32 point buy, or 25 point buy for Level Adjustment +1 races. Initial PCs are created at level 2. If the rest of the party is all level 4 and above, new PCs are created at level 3. If the party is all level 6, new PCs will be created at level 4. All 3.5 LA+0 and LA+1 races and base classes are available (including ones from the Complete books, the Miniatures Handbook, and the PHB II), but Prestige classes must be cleared with the GM on a case-by-case basis.
Characters should be created with everyone's fun in mind (both mechanically and personality-wise). The GM is free to let players mix and match concepts to get the character they're looking to play (for example, letting a player use the goblin racial rules for a halfling character).
At the beginning of each session, the GM and players will chat about how the characters are connected to the world and each other, and suggest ideas for the off-camera life of the PCs. Players will create a tight party together, including a backstory that connects the PCs and explains why they are on the adventure together. Party contacts, including possible alternates and nemeses, and a few favourite PC haunts will be made or fleshed out at this time.
The GM will come prepared with ideas to help grease the wheels for all involved, and players can suggest things they'd like to see in the world (pulling out a rulebook, pointing at something, and saying "that!" is a totally valid suggestion). The goal is to have the characters start play hooked into the world, story, and party, so when the dice hit the table, the game takes off.
Experience and Advancement
The amount of experience required to hit each level is doubled, and standard advancement is capped at 6th level. Once characters have reached level 6, they continue to gain experience as normal for 6th level characters, and they can use this experience to buy feats for 5000 experience each. At the start of each session, players create a list of problems the party is trying to solve. The GM assigns CRs to these problems. When any problem is solved, the player characters get experience points as per a defeated monster of the same CR. The players can add to the list at any time, although the GM is always the one who assigns a CR.
Problems on the list aren't restricted to external problems in the world - they could include "we haven't seen the view from the top of Mount Awesome", or even party-internal roleplaying, like "we need to get that warlock out of his shell." The GM may give a problem a CR of 0 if the problem is extremely trivial, but even recurring, simple problems like "Thranish is probably hungry" can be used to gain experience if fun is had when resolving them.
All experience is always shared among the entire party (i.e., 1 PC per player present at the table) even if some PCs aren't involved in the scene.
Conviction & Death
The highest-level PCs at the table get 6 Conviction, and for each level lower than the highest that you are, you get an extra point of Conviction. This pool is restored whenever the party has a night of complete rest (this effect cannot be magically reproduced). Conviction is spent as follows:
Code:
Roll an extra d20* (before the roll) 1
Roll an extra d20* (after the roll) 2
Take an extra move-equivalent action** 1
Take an extra standard action** 2
Gain an extra use of an X/day ability 2
Show up in a scene 1
* When you roll extra d20s, you take the highest roll.
** Once per round.
PCs have a death flag that they can raise in order to get 4 extra Conviction. This flag can be lowered by spending 4 Conviction. While a player-character's death flag is raised, they can suffer death as per the standard rules. While the flag is lowered, the player character can still be captured, imprisoned, fall off a cliff into a river and left for dead - but will not actually die. NPCs with names use the normal rules for death, but NPCs without names die at 0 hit points.