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The VCH list (Very Common Houserules)


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glass

(he, him)
AbeTheGnome said:
Yeah, but that's the rule. There's nothing house about it.
In fairness, it definitely meets the 'very common' requirement, which a lot of the others don't seem to... :D


glass.
 

Eloi

First Post
A few common House Rules.. and a few which I use, and aren't common.

Common:
Sorcerers and Mages get 1d6 hp/level.

Class skills are not 100% set in stone, something can usually be worked out. There are good reasons why some PCs might have unusual exposure to some skills. Just be aware that if you have Tumble and you wouldn't normally, you may have a deep dark secret that makes it very clear why you have Tumble.. and nightmares, sometimes.

Any NPC the characters save at first level becomes a friend for life. Their name is now part of the permanent background in that campaign, and they *will* be important again. Adopting them as a pet only amplifies this effect.

A character who wishes to skip the tedious purchasing process can pick out a single nonmagical weapon, a piece of nonmagical armor/a spellbook, a "standard adventuring pack" which contains essentials, and 1d6+4 gold. Rangers also get a bow and a quiver full of arrows. (The "Quick Start" method.)

Uncommon:
When generating stats with 4d6 (drop lowest), four 6s gets you a 19 and four 1s gets you a 20. (Four 1s is exceedingly rare) If you talk to the GM (Which you really, really should) scores can be slightly altered, and conditions can be added. It is quite conceivable that a character can have a higher Charisma, so long as they do not speak.

Very Old House Rule: When generating exceptional strength %, the high die is the tens, the low die is the ones. If you choose to *tell the DM* "No, I rolled a 19" and then interrupt the GM when he begins to explain how his house rule works.. well, then you *do* have a 18/19 strength, not 18/91.

When characters expose themselves to Horrors Beyond Imagining that are actually *friendly*, they can gain fractional increases to Int. (on a % roll) This will be accompanied with various deeply disturbing warning signs, so no one would willingly seek to do this repeatedly. Wisdom may drop significantly for as much as a week, as the new pieces of information the character has about reality are shuffled in with the old, and some parts are incorporated, others mercifully denied.

Any hit by a living Unicorn's horn on an Evil opponent forces an immediate Massive Damage save. One Unicorn *can* stop an army.

Good puns are worth exp. Terrible puns can be worth more than just exp. :)

Any time a character does something that sets back the entire party and massively disadvantages them as far as being able to achieve their goals, experience is liberally awarded to that one character. As the old saying goes, "Experience is what you get when you didn't get what you wanted." The other old saying, the one about, "The bigger the mistake, the more likely you will be promoted." - yeah, the monsters can figure out who the biggest problem is.

Every character has an additional saving throw, "Save vs. Explosive Decompression." I find that the act of inscribing this save on a character sheet creates a moment of sobriety, accompanying a, "Oh, dang! This could really happen. Whoa." reflection on mortality.

Playing an inherently flamboyant character, such as a Swashbuckler, allows access to elements of style that can be inefficient, but set up moments within which the Swashbuckler is at center stage. Deliberately shortcutting your unique and outrageous style, simply to be as efficient as the Fighter, is counterintuitive.

When the GM says, "Are you sure about that?", it is a sign.

Metagaming, out loud, in character, is like blurting out a phrase in that Chaotic Evil alignment language your Mom told you never to say in company. So please, don't.

Torture, if it should ever occur, will be treated with the most abstract terms and euphemisms. "You resist the pain, and say nothing" is about as much detail as you will get. Under no circumstances will new players be exposed to torture to their characters. Creatures which utilize torture are remarkably likely to perish in a wide variety of starkly annihilative ways. Players may Intimidate.. not torture.

If a watch is posted, the characters have a fighting chance. Unless explicitly stated otherwise, someone is on the watch rotation at all times when not sleeping in an inn. The NPC Thief does not stand a watch unaccompanied.
 

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