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Are these good house rules?
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<blockquote data-quote="mr.pink" data-source="post: 4669039" data-attributes="member: 81579"><p>I should have included my reasonings for these rules, here they are</p><p></p><p></p><p></p><p>I like to play a grittier game, these rules show that every character has a damage threshold. It also makes character life more precious</p><p></p><p></p><p></p><p>These rules will keep the kind of random stuff i have found in my previous games from happening. (characters deciding randomly that they have studders for no apparant reason, characters acting outside of their alignment, characters who are clerics being the least religous of the group)</p><p></p><p></p><p></p><p>Some characters will totally bluff the rest of the party when finding loot, or just manipulating their characters to do other things. In an older game i was running there was a rouge who always convinced the wizard to scout for him, the wizard never realized he was lieing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p></p><p> This rule is for the players, so that they have a better experience by being given items that they actually want</p><p></p><p></p><p> </p><p>I like to give the PCs big encounters where they usually have one or at most two a day. The current rules for milestones screw my PCs over in that aspect. Instead they will be earning them when doing some thing supercalifragilisticexpialidocious</p><p></p><p></p><p></p><p>I like this system because it is more realistic. You get better at what you do more. Also it lets the fighter have an odd knack for lockpicking, which always will have a special place in my heart</p><p></p><p></p><p></p><p>These rules don't contradict, they aren't even related really. #11 is really only meant for NPC drow.</p><p></p><p></p><p></p><p>I don't have insider so i can't keep up with dragon magizine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p>There was a character <strong>"Elflord: the land stander"</strong>. He was an orc favored soul who never touched ground after he gained wings</p><p></p><p></p><p></p><p></p><p>It's easier for the players. Also i don't like to make the boss monster harder when they level too fast.</p><p></p><p></p><p></p><p>It just pisses me off when players ask this. It is metagaming and i don't like it.</p><p></p><p></p><p></p><p>This is so some one doesn't stare undecidedly at his power cards for eight minuites while the warlock pulls out a book and noone at the table can blame him. The penalty for this is you lose your turn.</p></blockquote><p></p>
[QUOTE="mr.pink, post: 4669039, member: 81579"] I should have included my reasonings for these rules, here they are I like to play a grittier game, these rules show that every character has a damage threshold. It also makes character life more precious These rules will keep the kind of random stuff i have found in my previous games from happening. (characters deciding randomly that they have studders for no apparant reason, characters acting outside of their alignment, characters who are clerics being the least religous of the group) Some characters will totally bluff the rest of the party when finding loot, or just manipulating their characters to do other things. In an older game i was running there was a rouge who always convinced the wizard to scout for him, the wizard never realized he was lieing :P This rule is for the players, so that they have a better experience by being given items that they actually want I like to give the PCs big encounters where they usually have one or at most two a day. The current rules for milestones screw my PCs over in that aspect. Instead they will be earning them when doing some thing supercalifragilisticexpialidocious I like this system because it is more realistic. You get better at what you do more. Also it lets the fighter have an odd knack for lockpicking, which always will have a special place in my heart These rules don't contradict, they aren't even related really. #11 is really only meant for NPC drow. I don't have insider so i can't keep up with dragon magizine :( There was a character [B]"Elflord: the land stander"[/B]. He was an orc favored soul who never touched ground after he gained wings It's easier for the players. Also i don't like to make the boss monster harder when they level too fast. It just pisses me off when players ask this. It is metagaming and i don't like it. This is so some one doesn't stare undecidedly at his power cards for eight minuites while the warlock pulls out a book and noone at the table can blame him. The penalty for this is you lose your turn. [/QUOTE]
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