• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Which variant rules do you use, and why?

I've been trying to cut down on rule variants in my campaigns as of late, but I like the following, even if I don't use them:

Action Points; they remind me of force points from the old Star Wars RPG, and fill a similar function of enabling heroic deeds.

Variant classes; I really like the Savage Bard, Cloistered Cleric, and Wilderness Rogue

Favored Terrain for Rangers; I like this a lot more than the Ranger's standard accumulation of favored enemies.

This is more of an alternative rather than a variant, but I far prefer Green Ronin's Psychic system to the official Psionics system.
 

log in or register to remove this ad

lgburton

First Post
in the small (3person) group i dm, gestalt characters from UA.

in the other groups i'm a player in, we have a home-brewed system that resembles action points...
 

Ace

Adventurer
My variants

#1 Keen and Improved Critical stack

Why? because it seems fair to me and it allows Critmonsters as a valid PC choice

#2 All Classes get a level based bonus to AC. This rule is under construction and may be varied

This bonus is as follows
Good: As good save
Medium: As medium save
Poor: As poor save

This allows me to reduce th eamount of magic armor I give out if I wish

#3 Feats come every odd level rather than over 3 levels
The progression is 1,3,5,7,9,11,13,15,17,19

This gives enough feats that characters seem better fleshed out and are more fun to play

#4 Each class gets +2 skill points

Same. All the DM's in my gaming circle use this now

#5 Each character must select a background. This gives 3 extra class skills, access to regional feats and a few bits of gear

This is under construction but its fun and balanced

#6 New Feats
Many

Everybody has more feats

#7 Shields are better
Tower -- Is Full Cover
Buckler +1AC
Light Shield +2AC
Heavy Shield +4AC

Non Magic shield get the shaft in most games. This makes them usefukk

#8 Revised MW rules

I like MW items


#9 Action Points

This makes the game more swashbuckly

#10 New Core Classes
Mariner
Specialist
Mechant (under construction)
Adventuer
Sword Dancer

These fill nitches in my game world

#11 Many variant Classes

I like em

#12 All cost class skills cost 1 for 1 though maximums stay the same

This makes charcters a bit more versitile

#13 No XP

I just level everybody up after 3 or so session. Each of the Raise spells has a fixed time duration so if your buddy has been dead more than 3 days (more with certain magics) he isn't coming back.

This is a flavor choice and I dislike XP as a resource

#14 Power Components
These allow me to control magic items better and it workswith rule 13. I also require power compenents when spells require XP to cast

As above

#15 Class Mods
There are too many to list but I tweak classes as needed
 
Last edited:

Crothian

First Post
Xombie Master said:
Whoa! How does that work out, I've always wondered if feats granted were a little too limited. Do your players tend to pick a variety of feats or do they just go for full feat trees quicker?

The requirements for the feats are still there, so the trees relaly are not gained that much faster. But I've had all the saving throw feats take, improved toughness, endurance, the feat that imprioves an animal companion, as well as the more powerful feats like power attack and cleave. The wizard gets the craft feats, no one I think has taken a meta magic feat. Though the wizard has taken or will be takng augment summoning which I find funny since he yet to summon anything. The party is 5th level.
 

Shade

Monster Junkie
  • Action points. The benefits of these are severalfold: greater risk-taking, higher cinematic action, an added element of luck, etc.
  • Sorcerers get a bonus bloodline feat or a few others (Eschew Material components, for example) at 1st, 10th, and 20th level. This makes them more than just spontaneous wizards.
  • No favored classes. A pointless, antiquated rule that exists only to make half-elves desirable (see next point).
  • No half-elf as a separate race. Play an elf or human, and say that one of your parents is the opposite.
  • Improved Crit stacks with keen and other effects. (We like the crits).
  • No death from massive damage. We forgot to use this from the get-go, so just continue to leave it out.
  • Death incurs XP deficit equal to halfway to next level, but never results in actual level loss. So many save-or-die effects would prevent level advancement...this just slows it down.
  • Revivify spell from Miniatures Handbook. Best. Spell. Ever. :)
  • Variant classes are used. We like the variety.
  • Fumbles on natural 1. It helps balance the higher crits we use.
  • Characters must meet feat and prestige class prereqs without (nonpermanent) magical aid. This just feels right.
  • We use all the variant skill uses we can get our hands on. The more skill use, the better.
  • Vorpal effects allow a Fortitude save (DC 10 + 1/2 wielder's character level/Hit Dice + wielder's Strength modifier). This tones 'em down a bit.
  • Fortification armor is nerfed to light-25%, moderate-50%, heavy-75%. 100% fortification is not possible with magic items. Now rogues can actually participate at higher levels (as long as they aren't facing oozes, constructs, undead, etc.)
 

Greg K

Legend
Let See:

Unearthed Arcana
1. Variant Classes
2. Favored Environment for Barbarian Hunter variant and Ranger
3. Action Points
4. Weapon Groups

Green Ronin Products
1. Psychic's Handbook
2. Shaman's Handbook
3. Witch's Handbook

Oriental Adventures
1. Shaman

Complete Warrior
1. The Swashbuckler allowed
2. Weapons and Armor found in 1e PHB and 2e books are allowed

Sean Reynolds website
1. Fewer Absolutes: Racial and Class Immunities give +10 bonus to save rather than total immunity
2. Poison Variants


Some Other House Rules:
1. DM can make other additions and changes to rules between sessions.
2. Setting Changes take precedent over RAW
3. No material from the BOED or XPH are allowed. All other classes, items, spells, feats etc. from any non-core book must be approved individually.
4.. Clerics domains are determined by the deity worshipped. Players do not assemble domains themselves
5. Druids. The PHB Druid does not exist. They are variant a of Cloistered Cleric that uses Druid Spell List otherwise use the Shaman from the Shaman's Handbook
6. Fighter variants. Additional variants similar to Thug, but different themes (ex-Hunter, Mariner, etc.)
7. Paladins: do not exist. Use the champion of good cleric variant from UA.
8. Sorcerers: Intimidate and Use Magical Device are class Skill.s
9. Wizards get Decipher Script as Class Skill
10. Characters cannot buy magic items, just because they have enough money.
11. Weapons such as Orgrosh and Gnome Hooked hammer don't exist
12. Oriental Weapons do not exist in current game world.
13. Some Spells have changed schools
14. Gnomes may choose Bard or illusionist as a favored class
15. New feats and skills

Edit: Additional Changes considering or Working on
16. Class based Defense designed to work with Armor
17. Armor as Dr (provided I institue #16)
18. Wound Point Vitality: dependent on instituting #16 and changing some damaging spells
 
Last edited:

House rules at my table...

Eberron game setting:
This means no Asian culture.. I have put a bit of effort into basing the Monk in the setting rather than out of China. This includes altering the monk into one of two basic forms.. the Dhakaani weapons master or the Elvin master of the Open Hand Dance.
It also means XPH is allowed, altho no player has taken it yet.
Elements of Magic, by Ranger Wicket
Poisen rules by Sean Reynolds
Savage Progressions rules by Sean Reynolds
"No Absolutes" rules by Sean Reynolds
Diplomancy rules by Rich Burlew
Nat 1 on attack = draw AoO
Revamped Language and Customs skills
- variant language tree that incorperates Knowledge Local, Language, and expands Bardic Knowledge. Characters receieve an additional skill point at each level in exchange for the added cost of speaking with the neighbors.
'Throw the Halfing' rules.. :)
Wildscape {alternate Rangers and Druids, enviroment rules}
Revised Entagle and Plant Growth spells

Libris Mortum and Lords of Madness are on my side of the table :)

I am considering/creating a 'Blooded' house rule and doing away with the 'Half-X' races. Essentially a series of special Feats that can be taken by a 1st level human that grant certain racial abilities.
 

Slobber Monster

First Post
Mine:

Rich Burlew's Diplomancy skill rules
No death from massive damage
Conjuration spells from Complete Arcane don't bypass SR
All core classes and races are allowed, talk to me first about anything else
 

Man-thing

First Post
Perception and Stealth - simplifies sneaking actions and guard duty.
Forbidden Arcana - most of this book is used (returns many classic elements to magic that we sanitized out)
Spell Components - 101 Arcane Spell components - always like hunting creatures for organs and such to improve spell casting.
Overwhelmed replaces flanking.
Summon (specific creature) replaces Summon Monster N (from R&R II).

Probably a whack of others I'm forgetting
 

Woas

First Post
My major variant rule is playing Arcana Evolved now.

Otherwise the variant rule is Tie Goes To Defender on opposed rolls.
 

Remove ads

Top