Favorite Variant/House Rules

Errant

First Post
Some nice house rules in this thread. Here're my favorites (aimed at more cinematic action style gameplay):

Artificer's Artifice Knowledge works as touch ranged Detect Magic useable at will on successful knowledge check.

Clerics prepare spells the same as wizards but require their holy symbol (or some other relevant focus) instead of a spell book (ie they can leave slots empty & prepare spells at different times of the day).

Fighters gain Determination (reroll one attack roll, skill check or saving throw once per day per four class levels).

Wound Points - Losing HPs below half max (Fort Save to avoid, DC 15 or damage taken whichever is highest) or taking critical hits risks results in WPs, tracked as subdual damage. Wounded characters take -1 to d20 rolls (attack rolls, ability checks, skills checks, saves etc) or are fatigued if current WPs are greater than HPs. Magical healing cures both HPs & WPs equally. WPs heal naturally at 1 WP/day.

Rapid Healing - HPs are recovered at 1 HP/Level/minute of rest or light activity (to cut down on magic healing requirements & 'we need to rest & heal' breaks mid adventure).

Bonus Spells - Spellcasters receive +50% (round down) to their standard spells per day limits (so they can keep up with the greater staying power caused by Rapid Healing).
 

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Afrodyte

Explorer
DungeonmasterCal said:
Been doing that since 1e days...it's a great quick and dirty NPC creation method.

And I'll use it as a quick-and-dirty PC creation method too. I'm debating whether or not to allow a reroll for the die the player doesn't want.
 

Viktyr Gehrig

First Post
Well, my scaling ability scores is still my favorite, but other people are posting whole lists, so there's one more I wanted to mention:

I'm generally satisfied by my efforts to tie all spellcasters to a theme; Wizards are automatically specialists, Favored Souls have fewer free Spells Known but gain access to Domains, and Sorcerors gain a kind of quasi-Domain based on the ten colors of True Dragons. (Might expand this for other dragon types...) Bards are the exception to this, but I've instead made them the most versatile of the spellcasters-- using both Arcane and Divine magic and having the unique (if limited) ability to learn spells from other classes.
 


jeffhartsell

First Post
An abbreviated list of our current house rules. Some tweaking will be done for the next campaign. We also had combat expertise and power attack as bonus feats if you had the stat reqs.

  • Stat buy method with 28 points
  • Roll 1dx for hit points after first level with minimum being ½ max. die roll
  • Gestalt classes [UA]
  • Armor damage conversion [UA]
  • Able Learner and Weapon Finesse are bonus feats gained at 1st-level
  • No alignment restrictions for Monk, Bard, or Barbarian
  • Paladins and Monks may freely multi-class per the standard multi-classing rules
  • Skill Feats benefits: The character gets a +2 bonus on the skill checks (or +3 for skill focus) and they chosen skills are permanent class skills

Feat Changes/Additions

Improved Unarmed Strike [General, Fighter]
Benefit: The character is considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when the character attacks them while unarmed. However, the character still gets an opportunity attack against any opponent who makes an unarmed attack on the character. The character’s unarmed damage increases to d6 for a medium character and d4 for a small character.
Special: A monk fighting unarmed automatically gains the benefit of this feat.

Greater Unarmed Strike [General, Fighter] (d20m)
Prerequisites: Improved Unarmed Strike, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike improves to 19–20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Agile Riposte [General, Fighter]
You are well trained in counter-attacking while dodging.
Prerequisites: Dexterity 13+, Dodge, Combat Reflexes, Weapon Focus
Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

Supreme Cleave [General, Fighter]
Prerequisites: Str 13+, Dex 13+, Power Attack, Cleave, Dodge, Mobility
Benefit: You may use your single 5’ step per round between the attack granting the cleave and a cleave attack. The 5' step is not available if you have otherwise moved during the round.

Builder [General] (d20m)
Benefit: The character gets a +2 bonus on any two craft skill checks and these are permanent class skills.
Special: Remember that the Craft skills can’t be used untrained.

Educated [General] (d20m)
Benefit: The character gets a +2 bonus on any two knowledge skill checks and these are permanent class skills.
Special: Remember that the Knowledge skills can’t be used untrained.

Magic Rules
  • Summoned animals are not affected by "Protection From" auras. Evil/neutral summoned creatures ignore protection from good and good/neutral summoned creatures ignore protection from evil.
  • Crafting times for items other than scrolls or potions is: Days = square root (Base cost in GP) divided by 20 rounded up.
  • Identify does not have a material component cost. Casting time is 1 minute.
  • Racial/class/alignment restrictions will not decrease the creation cost of items. They will reduce the selling price though. The purchase price will probably be full price unless the seller thinks you can’t use the item and needs to unload. Adding the restrictions will not cost extra and may still be worth doing so opponents can’t use the item.
  • Portable extra-dimensional storage will explode per Portable Hole or Bag of Holding if placed within each other. All extra-dimensional spaces behave in this manner. These items do give a warning of proximity by becoming increasingly resistant to coming together. Much like similarly aligned magnets repel each other. A concerted application of raw force is required to place these items inside another.
  • When making a dual weapon do not double the cost of the second head’s abilities. Paying for each head separately is sufficient.
  • Armor includes clothing sets (robes, jumpsuits, overalls, pants). Shirts are a separate category.
  • Wands – spells can use 2 charges for lower cost like staffs.
  • Wands have a minimum caster level of 3rd.

Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D), see text
Saving Throw: None
Spell Resistance: No

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. Your creature type and subtype (if any) remain the same regardless of your new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The target gains a +4 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1) for each size category larger than normal; or gains a +4 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1) for each size category smaller than normal. It receives the size modifier to attacks and defense normal for a creature of its size. It retains the ability scores of its original form.
It also gains most extraordinary special attacks possessed by the form (subject to DM discretion) but does not gain the extraordinary special qualities possessed by the new form unless they are properties of your normal form and the assumed form (such as when turning into a member of your own race). The spell does not grant any supernatural or spell-like abilities.
This spell can also be used to duplicate the effects of enlarge person, reduce person, or alter self. When used to duplicate these spells its duration is increased to 1 hour/level.
If this spell is used to assume a larger form it counts as a magical effect that increases size. If this spell is used to assume a smaller form it counts as a magical effects that reduces size. Neither effect stacks with similar effects.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component: An empty cocoon.
 


Kirin'Tor

First Post
jeffhartsell said:
...When making a dual weapon do not double the cost of the second head’s abilities. Paying for each head separately is sufficient. ...

is this an override of a previous house rule? I don't remeber being required to x2 the cost of the second head, just pay as per 2 seperate weapons.
 

evilbob

Explorer
Dodge Feat changed to +1 dodge bonus to AC.

Extended negative HP range before death (because otherwise at high levels having -1 HP means you're much better off than when you're at +1). Currently, I'm using -10 - character level - con modifier.

Sorcs and bards get eschew materials for free.

Sorcs get Use Magic Device as a class skill.

I also favor point buys over rolling stats.


Other than that, I also like the NWN idea that toughness gives 1 HP per character level instead of +3 HP, but that might be kinda pushing it.
 

Viktyr Gehrig

First Post
evilbob said:
Other than that, I also like the NWN idea that toughness gives 1 HP per character level instead of +3 HP, but that might be kinda pushing it.

I combine the two, for 3 + HD. (It also extends MDT, since I use MDT = Con score.)
 

Sravoff

First Post
Korimyr the Rat said:
I combine the two, for 3 + HD. (It also extends MDT, since I use MDT = Con score.)
That is two feats according to CW. Improved tougness gives 1hp per HD, and tougness is the prerequisite.

-Sravoff
 

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