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For Players: How do you feel about House Rules?
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<blockquote data-quote="Calico_Jack73" data-source="post: 1398702" data-attributes="member: 14403"><p>I like them both as a DM and a Player if there is a reason for them. In both cases I can't stand abstract combat so most of the time they revolve around making combat blow-by-blow rather than abstract. Others really are "rules" from other games which worked great and I incorporate into the game. </p><p></p><p>While it wasn't so popular when I posted it before I like Chaosium's Call of Cthulhu experience system for adding skill ranks while in the middle of an adventure. If my players successfully use a skill in the course of the game they put a tick mark next to the skill. If they level up IN THE MIDDLE OF THE ADVENTURE they don't have time to train to raise their skills but they may have learned enough by using them that they can go ahead and assign skill points to the skill. I have them make a Skill roll (the skill they want to improve) against a DC of 30. If they FAIL they can freely add skill points... if they succeed they didn't learn anything appreciable. The point is, the more learned you are the harder it is to improve without some effort. </p><p></p><p>By the book the PC's should just instantly add points as soon as they gain that level but I don't buy it. How do you justify someone adding points to a Knowledge skill when they had none before. My house rule isn't to penalize the players, just to enforce a little realism. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1398702, member: 14403"] I like them both as a DM and a Player if there is a reason for them. In both cases I can't stand abstract combat so most of the time they revolve around making combat blow-by-blow rather than abstract. Others really are "rules" from other games which worked great and I incorporate into the game. While it wasn't so popular when I posted it before I like Chaosium's Call of Cthulhu experience system for adding skill ranks while in the middle of an adventure. If my players successfully use a skill in the course of the game they put a tick mark next to the skill. If they level up IN THE MIDDLE OF THE ADVENTURE they don't have time to train to raise their skills but they may have learned enough by using them that they can go ahead and assign skill points to the skill. I have them make a Skill roll (the skill they want to improve) against a DC of 30. If they FAIL they can freely add skill points... if they succeed they didn't learn anything appreciable. The point is, the more learned you are the harder it is to improve without some effort. By the book the PC's should just instantly add points as soon as they gain that level but I don't buy it. How do you justify someone adding points to a Knowledge skill when they had none before. My house rule isn't to penalize the players, just to enforce a little realism. :cool: [/QUOTE]
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