Favorite House/Variant Rules

House rules:

Wizard spellbooks are actually scroll books. Use the scroll scribing rules for creating your spellbook. You can study the spellbook or any scroll to prepare a spell and cast it at your casting level, or you can cast it as a scroll (which would erase it of course). No spellbook is keyed to the wizard that scribed it. The scribing language is universal for arcane casters.

Roll your stats as normal. You may choose to use these or do 32 point buy.
Roll your HP as normal. If the total you roll is less than the average of the rolled dice (3.5 for d6 for example), use the average. Any .5 from the totaled average rounds up.

Both of these rules protect the player from low dice rolls that will affect them for the entire campaign while not granting those who roll well any more benefits. I would prefer that everything was pointbuy & average, but I know there are players who hate not rolling for their stuff.

From Arcana Evolved:
At 10th & 20th level, you may choose to swap out a feat that your character has taken for another feat.
You are staggered and bleeding when your HP are between 0 and 0-CON bonus.
You are dying if your HP are below your staggered limit and 0-CON score.
You are dead if your HP are below 0-CON score.
Arcana Evolved also have good rules for opposed tumble and concentration checks.

Death by massive damage needs to go bye-bye if your game is hitting high levels.

Tumble & half move from prone: DC 5. Can do untrained.
Tumble by/through opponents from prone while avoid AoOs: +5

Cross class skills are 1 point : 1 rank.

No multiclassing restrictions on Paladin or Monk

Save or Die effects are instead instead Save or "your hit points go to zero minus spell level and you are bleeding".

Dispel Psionics has a caster level cap of 10 and the augmentation increases this cap by 1 for each power point spent.

Undead Turning will be changed. I'm thinking of something along the lines of undead saving or suffering an effect if they fail based on their CR, or a lesser effect if they succeed. I haven't set this up but it would go something like Destroyed (CR four less than CL) => Turned (CR > CL) => "Stunned" => Slowed & Checked (can't come closer to caster) => nothing. Undead would get a free save at the beginning of their turn to upgrade their condition a step. Actually, I'm going to use this system for all of the Save or "you might as well get some snacks because your character is done for a while" effects, like stunning or hold. I want to keep the player in the game.

Planar keys (for Plane Shift), cost 10 GP for the native plane, the ethereal plane, the astral plane, and the plane of your deity whom you worship as a divine spellcaster. Otherwise they are 100 GP each.

I also adjust or don't allow selected elements from non-core books. No thought bottles, for example.

An no evil anything for the PCs. I want heroic players.
 

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Whimsical said:
Okay, I would like to know why the Critical Miss rule was a bad idea, since I am considering it a house rule.
Fumble rules are bad because the high level fighter almost always ends up fumbling more often that the novice since a greater number of attacks per round means more chances to fumble. Using a flat chance such as natural 1's being automatic fumbles can generate a situation where the attacker who never misses ends up missing spectacularly instead of getting a normal miss.
 



Bad Paper said:
so...how do CC skills differ? Do you keep the cap at half ranks compared to class skills?

I've seen that house rule a lot, and, generally, the only thing that changes is the cost. In other words, a Fighter 1 can buy ranks in Open Lock at a price of 1 skill point, but he still can't have more than 2 ranks.
 

Chorn said:
Fumble rules are bad because the high level fighter almost always ends up fumbling more often that the novice since a greater number of attacks per round means more chances to fumble. Using a flat chance such as natural 1's being automatic fumbles can generate a situation where the attacker who never misses ends up missing spectacularly instead of getting a normal miss.

This is technically true, but the corollary is that monsters overall attack a lot more than PCs. My players insisted that we use the fumble rule after about three sessions (back in the early 3.0 days), and we've never considered changing it.
 

*No dead body, no coming back.

Even True Resurrection or Wish cannot bring someone from dead if there is no piece of dead body available. This house rule is made in the first of our 3.0e campaign. In that campaign, PCs were fighting against an evil religious order and they have several high level clerics (liches). Without this rule, they will immediately resurrect all the med-higher level evil guys PCs have defeated. Also, by RAW PCs will almost never die unless all the PCs and their higher level friends are dead simultaneously. We don't like that.

*Fixed HP

In addition to point buy ability scores, all the PCs will get fixed HP/level after the first one. Originally, we were using expectations (say, 5.5 for a d10). Lately, we have started to use (expectation +.5)/level (say, 6 for d10). There are people who are not good at calculating.
 

Another one we used until recently:

Re-roll initiative every round of combat. I gave you the chance to overcome a bad roll. Overall, I think static initiative works better in the current ruleset.

DM
 

Shin Okada said:
*No dead body, no coming back.

Even True Resurrection or Wish cannot bring someone from dead if there is no piece of dead body available. This house rule is made in the first of our 3.0e campaign. In that campaign, PCs were fighting against an evil religious order and they have several high level clerics (liches). Without this rule, they will immediately resurrect all the med-higher level evil guys PCs have defeated. Also, by RAW PCs will almost never die unless all the PCs and their higher level friends are dead simultaneously. We don't like that.

*Fixed HP

In addition to point buy ability scores, all the PCs will get fixed HP/level after the first one. Originally, we were using expectations (say, 5.5 for a d10). Lately, we have started to use (expectation +.5)/level (say, 6 for d10). There are people who are not good at calculating.


RPGA does the same thing. They use 1/2 the HD plus 1, I think? Or 2? I'm thinking about doing that as well.

My house rules typically involve my campaign setting, but the one I've used that's setting independant and actually working well is:

You are unconscious from -1 to (-10 + your character level + your Con). This fixes the problem that characters begin skipping the Unconscious stage and going directly from Alive to Dead as the game progresses.

I've also ditched Save or Die and Level Loss.
 
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Critical criticals. If your roll to confirm a crit succeeds and is in your critical range, roll again. If this would hit, add your critical multiplier a second time. If this roll succeeds and is in your critical range, roll again. Continue the process until your roll is lower than the target's AC or lower than your critical range.

Improved Critical stacks with Keen. Don't let the terrorists win. :p

You can only summon if you already have the creature's stats. Using stats out of the monster manual doesn't count.

Power Components. In fact, you aren't allowed to use XP for magic items. I don't like the concept of XP as a consumable resource, and it's not really fair to the spellcasters.

Natural 20 always succeeds on a save and natural 1 always fails. I thought this was the rule for a long time anyway.

Fort save to stabilize. The roll to stabilize when at negative HP is not a flat 10% but a DC 20 Fort save. It just makes sense. It only hurts the level 1 and 2 bards, rogues, sorcerors, and wizards or people with Con penalties. And since a nat. 20 always saves, it only hurts them by 5%.

Ignore multiclassing penalties and paladin/monk restrictions.

Half-elves get +1 skill point/level. They lose the +2 to gather information and diplomacy checks, though.
 

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