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<blockquote data-quote="Wulffolk" data-source="post: 7303694" data-attributes="member: 6871450"><p>A short list of some of the more noticeable house rules that we use:</p><p></p><p>1 - Roll for Abilities. Roll 3d6 (replace one die with a 4). This generates scores between 6-16 and honors the legacy of rolling 3d6 from the beginning of D&D. Characters do not need to be equally powerful, but somebody that has absolutely terrible luck and is convinced that they can't have fun usually gets a chance to re-roll. In my games a +1 is above average, +2 is exceptional, +3 is professional, +4 is legendary and +5 is almost supernatural. </p><p></p><p>2 - Ability Score Improvement. There are only two options: either choose +1 in two abilities, or pick a Feat. There is no option to gain a +2 to one ability. Also, a character may only gain a total of 2 points from ASI's. Only through a combination of 2 points from ASI's, racial bonuses and bonuses from Feats can a character reach a 20 in an ability, and it will be much later in their career and more significant when they finally do. Not every character will reach that point.</p><p></p><p>3 - Gritty Realism Rest Variant. Long Rests = 7 full days and Short Rests = 8 hours.</p><p></p><p>4 - Vitality and Wounds. As described in my previous post.</p><p></p><p>5 - Milestone Levelling. We prefer to play at low to mid levels much longer, and the challenges tend to be much greater when monsters have Vitality and Wounds too, so standard CR and XP doesn't really work for us.</p><p></p><p>6 - Bonus Skills. At 1st level a character gains one extra skill per Intelligence modifier point.</p><p></p><p>7 - Stacking Advatage/Disadvatage. These conditions stack multiple times when applicable. When there are opposing conditions applied they do not cancel out completely. 1 disadvantage does not cancel 2 advantages, it just reduces it to 1 advantage.</p><p></p><p>8 - Wealth. This is not so much a house rule as it is an outlook. Wealth has weight and consequences . . . LITERALLY! GP is not just a score on your character sheet. They are real coins that effect emcumberance. Wealth is quite often a "use it or lose it" proposition. Either you do something with it or it tends to draw the attention of those that want to take it from you in one way or another. Wealth very rarely remains idle or stagnant unless you have the power to sit on your hoard like a dragon.</p><p></p><p>There are MANY others that I have used in the past, but I don't want to be writing all night.</p></blockquote><p></p>
[QUOTE="Wulffolk, post: 7303694, member: 6871450"] A short list of some of the more noticeable house rules that we use: 1 - Roll for Abilities. Roll 3d6 (replace one die with a 4). This generates scores between 6-16 and honors the legacy of rolling 3d6 from the beginning of D&D. Characters do not need to be equally powerful, but somebody that has absolutely terrible luck and is convinced that they can't have fun usually gets a chance to re-roll. In my games a +1 is above average, +2 is exceptional, +3 is professional, +4 is legendary and +5 is almost supernatural. 2 - Ability Score Improvement. There are only two options: either choose +1 in two abilities, or pick a Feat. There is no option to gain a +2 to one ability. Also, a character may only gain a total of 2 points from ASI's. Only through a combination of 2 points from ASI's, racial bonuses and bonuses from Feats can a character reach a 20 in an ability, and it will be much later in their career and more significant when they finally do. Not every character will reach that point. 3 - Gritty Realism Rest Variant. Long Rests = 7 full days and Short Rests = 8 hours. 4 - Vitality and Wounds. As described in my previous post. 5 - Milestone Levelling. We prefer to play at low to mid levels much longer, and the challenges tend to be much greater when monsters have Vitality and Wounds too, so standard CR and XP doesn't really work for us. 6 - Bonus Skills. At 1st level a character gains one extra skill per Intelligence modifier point. 7 - Stacking Advatage/Disadvatage. These conditions stack multiple times when applicable. When there are opposing conditions applied they do not cancel out completely. 1 disadvantage does not cancel 2 advantages, it just reduces it to 1 advantage. 8 - Wealth. This is not so much a house rule as it is an outlook. Wealth has weight and consequences . . . LITERALLY! GP is not just a score on your character sheet. They are real coins that effect emcumberance. Wealth is quite often a "use it or lose it" proposition. Either you do something with it or it tends to draw the attention of those that want to take it from you in one way or another. Wealth very rarely remains idle or stagnant unless you have the power to sit on your hoard like a dragon. There are MANY others that I have used in the past, but I don't want to be writing all night. [/QUOTE]
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