Bad House Rules

You only get XP for creatures you personally slay.

We used that too! you had to land the "killing blow". People would lurk near the rear of the party until the mighty beast was about to drop. It was stupid and unfair. In retrospect I quite liked it! ;-)
 

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another house rule. which i'm sure a bunch of people use.

no encumberance.;)

again i have no problems with it generally. but when you have the guy in the party decked out like one of the Comedy Lords boxed set minis it gets to be no longer funny.


since then i have always carried infinite slings. they cost nothing and weigh even less. so why not.:o
 

Back in 1e my DM did the "killing blow" house rule, too. We all ganged up on him and talked him into changing it.

Diaglo, I apologize to you. If I had had to deal with the crap-tastic house rules in 3e that you've faced, I'd probably be playing TWERPS or FUDGE. Good god, man! You've had it tough.
 

Piratecat said:
Diaglo, I apologize to you. If I had had to deal with the crap-tastic house rules in 3e that you've faced, I'd probably be playing TWERPS or FUDGE. Good god, man! You've had it tough.

6, count them 6 failed attempts. i'm not saying they were all completely bad. just they didn't game the way i game. you can find more of my rants/ stories over on the WotC boards. i was a very vocal regular. :o

i have had 2 decent DMs in the last few years.

one got married and his campaign went on hiatus.

and the other, well, i'm still gaming with...so i don't want to give him too much of an ego.;)


finding a good group is like test driving a car. sometimes you get a lemon. okay...most of the time you do. but occassionally you find the one stored in a garage driven by the little old lady to and from church...

i still have my 48 Studebaker.:D
 

Here is the worst one I have played with.

Wizards could create chargable items. With the use of a feat any one could use them as unlimited use items by paying 100 ex. Not bad but a spell caster with the same feat could use a 1st level spell to use the item. If the item had a duration you could use a 2nd level spell and get a lot longer duration out of it.

One item my character (a wizard) got was a amulet that had three powers. Fly, Invisiblity, and Fireball. For one 2nd level spell I could activate the Fly and Invisibility and then use first level spells to cast Fireballs at my level. When I ran out of spells I could use ex or take temp CN damage to cast more Fireballs.

These items cost only half of what a normal item cost to make.
 

mmu1 said:
Sure - as long as you're there, and your body is generating heat, there's radiation, which will light up your surroundings to anything sensitive enough to pick up on it -

Out to 60 feet? Well, I was looking for something more along the lines of ambient light, but I can live with that as a rationale. Better than what I had anyway :)
 

Darkvision works by sending out small pulses of magical energy from the brain through the eyes that bounce off and return to your eyes along the same line.

That's why humans can't do it -- no magicy.

And things that live underground often develop that part of their brains.

BAda-bing. Explanation.
 

1) Magic shops R Us.


another house rule. when played normally within the rules maybe not too harsh.

however, when taken to this extreme look out.

Gold Card magic item...works like a ....credit card...you charge your bank account for items you want from the local Wizard's shop.

and it works in every country...plane...universe...whatever...




2) time travel

we went back in time with a magic item and stopped a PC from dieing. Again no problem. but we could go back and forward and sideways and up and down and...i'm getting off this ride i think i'm gonna be sick...
 

I've managed to smack down all of these... fortunately. Although the first one DID actually enter the game briefly

1) Spellcasters cannot back away 5' and cast a spell. If you want to do this, you have to make an opposed reflex save with your opponent to back away without taking an attack of opportunity.

2) Bring back weapon speeds

3) Max dex bonus for armor affects ALL things dex-related (ranged to-hit rolls, RFX saves, Initiative rolls, etc...)
 

I was in a game were my Cleric level equaled spell points. Not level 2 equals 2 spell points, I am talking about levels 1+2+3=6 spell points.

A level 1 spell cost 1 point a level 2 spell 2 points. At low levels this kind of worked, at high levels I was casting tons of spells. Wait it gets better.

I was able to cast spells like a sorcerer. I didn't have a limited spell list, my spell list was ALL cleric spells. I had 10 spell points, needed a cure bam 2 points for Cure moderate. Bam 1 point for this, need silence Bam 2 points. I did not have to memorize any spells.


As for you dorks, yes dorks, arguing about Darkvision, infravision. ITS MAGIC. Can you explain to me how a portal gets opened, how about how the dead are turned into undead. How about raising dead. I want a great debate on how these work in the real world.
I can just see your games...

Human Wizard "I cast fireball at the flame covered demon."

DM "Alright, you summon forth a great ball of fire that strikes the target, he shrugs it off."

Elf Cleric "I call upon my god to heal these grevious wounds our barbarian has taken"

DM "Very good."

1/2 Orc Barbarian "I go down the dark corridor to come out behind the beast. I got darkvision so I can see in the darkness"

DM "Whoooaoaoa wait right there. I find darkvison totally unrealistic. I mean with out any light how can you see on bit. Then infravision just opens a whole other can of worms. Explain to me how darkvision works and I will let you use it"

1/2 Orc Barbarian "Umm, the freaking wizard just launched a fireball out of his freaking hands, I've seen him fly and cast lighting out his arse. Okay fine. I activate my boots of speed and them my celelstial chain to fly is that okay?"

DM "Thats fine."

Game continues
 

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