andarilhor
First Post
My houserules until now:
0 - Anything which can be made in the form of a card, so will be it.
1 - Aligment uses the 9 categories of previous editions plus the "unaligned" of 4e. Totalizing 10 aligments.
2 - All players must choose a religion (or a phylosophy) for better define their characteres personality. The DM,as usual keeps the power of veto of any choice of the players.
3 - Races:
3.1 - Elfs dont receive the group awareness ability.
3.2 - Half-elfs dont receive the group diplomacy ability, instead they receive the following ability:
Group Synergy: You can make the "aid other" action as a minor action instead of a standard action.
They also receive the possibility to choose between elf, eladrin or drow as his heritage origin, so gaining the ability to take that race specific feats, along with human ones.
4 - All rangers can use two weapons of its size, one in each hand, not only two-blades rangers.
5 - Wizards can use staff as a implement with one-hand.
6 - DCs for skills will not receive a +5 as the DMG rules.
7 - Aid another has a easy DC.
8 - When using a light blade, all characters can use Dex instead of Str in its basic melee attack rolls. (no feat needed)
9 - Indentifying a magic item properties is limited to arcana trained characters. A Arcana trained character can indentify (mod Int) itens per short rest.
10 - Until make some game tests I would keep the original DCs table of DMG intead of the updated one (but without the 2 mods for skill and weapon DCs).
11 - In the Start of the Turn, before anything else add "Check your conditions".
Any thoughts?
0 - Anything which can be made in the form of a card, so will be it.
1 - Aligment uses the 9 categories of previous editions plus the "unaligned" of 4e. Totalizing 10 aligments.
2 - All players must choose a religion (or a phylosophy) for better define their characteres personality. The DM,as usual keeps the power of veto of any choice of the players.
3 - Races:
3.1 - Elfs dont receive the group awareness ability.
3.2 - Half-elfs dont receive the group diplomacy ability, instead they receive the following ability:
Group Synergy: You can make the "aid other" action as a minor action instead of a standard action.
They also receive the possibility to choose between elf, eladrin or drow as his heritage origin, so gaining the ability to take that race specific feats, along with human ones.
4 - All rangers can use two weapons of its size, one in each hand, not only two-blades rangers.
5 - Wizards can use staff as a implement with one-hand.
6 - DCs for skills will not receive a +5 as the DMG rules.
7 - Aid another has a easy DC.
8 - When using a light blade, all characters can use Dex instead of Str in its basic melee attack rolls. (no feat needed)
9 - Indentifying a magic item properties is limited to arcana trained characters. A Arcana trained character can indentify (mod Int) itens per short rest.
10 - Until make some game tests I would keep the original DCs table of DMG intead of the updated one (but without the 2 mods for skill and weapon DCs).
11 - In the Start of the Turn, before anything else add "Check your conditions".
Any thoughts?
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