Here are my current set of house rules - please critique

Sadrik

First Post
HOUSE RULES
V2009.4

CHARACTER CREATION
Characters coming into the game are to be equal level to current party level. The PHB, DMG, MM are all acceptable resources to use.

Stats
Method 1: All start at 10, add 15 points, can subtract up to 3 points and add them to other abilities.
Method 2: Grid system
Casters gain bonus 0 level spells for a high stat (10-17 grants 1, 18-25 grants 2 etc).

Starting Money
Starting characters get 500gp per level.
I will then give a special item to characters or allow the player to decide what it is through their background story. You must have a background story to define your item. Note this item is not always all good.

Alignment
You do not have to choose an alignment for your character. If you do it is only for role-playing purposes. It has no game mechanic effects.
Detect evil (and spells of their ilk) only work on creatures with the evil descriptor regardless of whether they actually act evil or not. Generally, these are outer planer creatures, spells that have the evil descriptor, undead gain the evil descriptor, evil places and creatures with the evil divine aura (including clerics, black guard etc.).
These rules carry over to detect good/law/chaos, protection from evil/good/law/chaos, magic circle against evil/good/law/chaos, holy/unholy items and any other similar spells and effects.

RACES
Low-light vision is replaced with Night Vision which allows unhindered sight in shadows but no sight in darkness.
Favored class restrictions are removed.

Humans
As PHB but:
The human bonus feat may be used to take Elf blood, Orc blood, Demon blood or Dragon blood.
Elf blood gives +2 DEX, -2 CON and Night Vision
Orc blood gives +2 STR, -2 INT and Night Vision
Demon blood gives +2 INT, -2 WIS and Night Vision
Dragon blood gives +2 CHA, -2 DEX and Night Vision

Dwarves
As PHB but:
• +2 CON, –2 DEX
• Night Vision instead of Darkvision

Elves
As PHB

Gnomes
As PHB

Halflings
As PHB

Half Elves
Race not used, select the human feat Elf blood

Half Orcs
Race not used, select the human feat Orc blood

CLASSES
At each level add HP as follows: D4 = 3, D6 = 4, D8 = 5, D10 = 6, D12 = 7.
Base saves are simply equal to ½ your character level (+0 to +10).
Alignment restrictions are removed (barbarian, bard, paladin, monk, druid).
Multi-class restrictions are removed (paladin, monk).
All casters gain Eschew Materials as a bonus feat.

Barbarian
As PHB but:
Is literate. The fatigue from the rage ability lasts an equal amount of time as the rage did and a barbarian cannot rage while fatigued.

Bard
As PHB but:
Can use Agility, Bluff or Diplomacy to activate their bardic music. At level 2, 6, 10, 14 and 18 a bard can select one of the following, each only once: a bonus fighter feat, a bonus wizard feat, evasion, trapfinding, sneak attack +1d6, or wild empathy.

Cleric
As PHB but:
Loses access to heavy armor. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table. Clerics also know their domain spells automatically.

Druid
As PHB but:
Loses the animal companion class feature. Select one form at 5th that you can wildshape into. Gain additional forms each level thereafter. Natures Lore gives +2 to Survival only. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.

Fighter
As PHB but:
Gains Weapon Specialization class feature, which gives 1 + ¼ the fighter’s level damage bonus in any weapon the fighter has weapon focus.

Monk
As PHB but:
They get a monk damage bonus instead of monk unarmed damage, at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12. This monk damage bonus may be used with weapons the monk is proficient.

Paladin
As PHB but:
Loses the special mount class feature. Can choose to forgo their spell casting class feature to gain: a smite use every odd paladin level instead of every 5 and gain a bonus fighter feat at levels 5, 10, 15, and 20. Smite evil is changed to simply Smite and works against anyone. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.

Ranger
As PHB but:
Loses the animal companion class feature. Can choose to forgo their spell casting class feature to gain: +1d6 sneak attack at 4th level. This class feature increases by +1d6 per 4 ranger levels and gain a bonus fighter feat at levels 5, 10, 15, and 20. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.

Rogue
As PHB but:
Trapfinding class feature gives +5 Perception when looking for traps.

Sorcerer
As PHB but:
Loses the summon familiar class feature. Choose one source for their power: Draconic (gain toughness feat, energy resistance 5 + sorcerer level with a corresponding dragon’s energy type, and Perception is class skill), Fey (gain wild empathy, can learn druid spells, and Survival is class skill), Infernal (fire resistance 5 + sorcerer level, +2 to save vs. poison and disease, and Intimidate is class skill), or Psionic (your sorcerer spells are always stilled and silent, and Diplomacy is class skill)

Wizard
As PHB but:
Loses summon familiar and scribe scroll feat but gains a bonus wizard feat. Wizard’s Spellbooks cost 10gp per filled page and spells take up spell level doubled in pages all cantrips fit on 1 page. Scrolls and other spells cost 10gp per page to write them into a wizard’s spellbook.

Prestige Classes
Are not going to be used.

Multi-classing
Use fractional BAB.
Multi-classing XP penalties are removed.

SKILLS
Skill synergy is removed.
If your class had the old skill as a class skill and it merged into another, you get the new skill as a class skill. Two exceptions: Appraise skill gives you only the Finery skill and Craft skill gives you only the Craft and Build skills.

Merged Skills
Code:
New Skill	Old Skills	New Uses
Agility (Dex)	Balance, escape artist, jump, perform (dance), tumble	All other dexterity related checks
Athletics (Str)	Climb, ride, swim	All other strength related checks
Bluff (Cha) 	Bluff, disguise, perform (act, comedy)	Must beat opponent’s Will save +15 to bluff them
Build (Int) 	Appraise, craft (structures, vehicles), knowledge (engineering)	
Craft (Int) 	Appraise, craft (armor, bows, weapons, items)	
Diplomacy (Cha) 	Diplomacy, gather information, perform (instrument, sing, oratory)	
Disable Device (Int) 	Appraise, craft (traps), disable device, open locks	
Finery (Int) 	Appraise, craft (art object), forgery	
Handle Animal (Cha) 	As PHB	
Heal (Int)	As PHB	
Intimidate (Cha) 	As PHB	
Knowledge (Int) 	Knowledge (local, geography, history, nobility, religion)	
Language (Int) 	Decipher script, speak language	
Perception (Wis) 	Listen, search, spot	Tracking is based on perception not survival
Sleight of Hand (Dex) 	As PHB	Feint with weapons is here not with bluff
Spellcraft (Int)	Appraise, craft (alchemy), knowledge (arcana, the planes), spellcraft	Magic item identification
Stealth (Dex) 	Hide, move silently	Must beat opponent’s 10+ Perception to sneak by them
Survival (Int) 	Knowledge (dungeoneering, geography, nature), Survival	
Use Magic Device (Int)	As PHB

Deleted Skills
Concentration (just a caster level check to DC 10 + 2*spell level or spell fizzles)
Profession (as many as you want write them into your background)
Sense Motive (opposed by Will save instead)
Use Rope (just a DEX check)

FEATS
Characters get feats every odd level instead of third.
Magic item creation feats are not selectable.

Feat Changes
Track feat gives +5 Perception when looking for tracks.
Dodge feat gives a flat +1 dodge bonus.
Power Attack feat maxes at -5 BAB.
Toughness feat gives 2HP +1/level but can only be taken once.
Diehard feat gives +4 to stabilize checks.

New Feats
Familiar
Animal Companion/Special Mount/Summon Familiar class features are a feat: prerequisite is ability to cast 1st level spells. No XP loss for losing a familiar. It is also on the wizard’s bonus feat list. It advances based on caster level.
Multi-class
With this feat a character’s class features are treated as being of a higher level in two selected base classes. Each selected class gains a bonus equal to half the other class’s level up to a max of double its level. Example: a fighter 4/wizard 4 character would have the class features of a fighter 6/wizard 6 but in all other ways it is considered an 8th level character (f4/w4). This feat may be taken multiple times.

Deleted Feats
Weapon Specialization
Greater Weapon Specialization
Spell Penetration
Greater Spell Penetration
All the +2 to two skills feats

MAGIC
To cast in melee make a CL check DC 10 + spell level x 2, if fail the spell fizzles.
Summoning and polymorph spells are for specific creatures only. Write the stats of that monster down for each spell for easy in game reference.
Casters can spend gold instead of needing to find a specific component (pearl dust).
Casters can ignore the gold cost of spells by paying 1/25 the gold cost as an XP cost.
Casters can make any spell with an XP cost a ritual by reducing the XP cost by ten for each hour in ritual.
Spell Resistance provides +2 (in some cases more) to saves and AC against magic and they take no damage and suffer no ill effects from magical attacks with a made save.
A failed save on a spell that causes death causes CON damage instead. The creature loses all HP and takes CON damage equal to double the spell level.
Negative spell effects on creatures can be shaken off with another periodic save with a cumulative -1 penalty. A new roll may be attempted based off of spell effects duration: Permanent every day, 1 Day/level every day, 1 Hour/level every hour, 10 Minutes/level every 10 minutes, 1 Minute/level every minute, and 1 Round/level every round.


COMBAT
Taking Damage
Hit Points represent your stamina, luck and skill during combat and CON is your life force. Characters at zero HP begin to take CON damage when at zero CON they are dead (or unconscious with non-lethal damage). When a character takes CON damage they must make a Fortitude save DC 20, if they fail they become disabled with lethal damage (staggered with non-lethal damage). While disabled if they sustain additional damage and the save is failed again they become unconscious and are dying. While dying roll another save every round or suffer another point of damage.

Stabilizing
A DC 15 Heal skill check or any sort of magical healing will automatically stabilize a dying creature, though it will not bring a creature back to consciousness. Roll a Fortitude save DC 20 every minute to return to consciousness. With someone tending a heal check DC 15 may be used instead.

Creatures without a CON Score
Have 10+HD bonus HP, when their HP are at zero they are destroyed.

Energy Drain
An energy drain attack deals two CON damage, instead of giving a negative level. Permanent level loss is dealt with by permanently losing two CON.

Falling
Falling deals 1 CON damage for every 10' fell in addition to the HP damage.

Critical Hits and Sneak Attacks
Can hit anything. Some undead, plants, elementals and constructs have the fortification magic item property.
 
Last edited:

log in or register to remove this ad

My only issue with the Cleric is that the players (and the system) will pressure the cleric into taking healing spells as one of his spell choices at each level, leaving them with even less spell choices. The assumption in the game mechanics is that a cleric can spontaneously switch to a cure spell of the appropriate level, getting rid of this ability puts them in a position of having to reacquire it as I mentioned above.

Maybe give them the basic cure spells as freebies?


Casters can spend gold instead of needing to find a specific component (such as pearl dust).
Casters can ignore the gold cost of spells by paying 1/25 the gold cost as an XP cost.
Casters can make any spell with an XP cost a ritual that takes 1 hour or 1 day to cast and no loss of XP.

Can these apply together? ie: Can a caster cast a spell that normally has an expensive material component without GP or XP cost by spending a day to cast the spell? Personally I find resurrection too good as it stands, being able to just dump gold into it instead of hunting down expensive diamonds makes it even better, and being able to cast it as a ritual makes it even better again.

I like the criticals & sneak attack rule, keeps rogues from being sidelined too easily. However I would definitely figure out a simple method of increasing the hp of undead and constructs to account for their sudden loss of a special defense.

The starting money for characters seems exceptionally low - meaning that there will basically be no magic items for a new character so they will be pretty underpowered compared to most established characters unless you don't hand out magic items in play.
 

Mostly, I like them. Here are the things that made me go 'huh?' or the like:


Monks: 'They get an unarmed damage bonus instead of monk unarmed damage, at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12.' This seems awkward, or unnecessary anyhow. What is the reasoning here?

The Ranger and Paladin spellcasting replacement features seem ill-matched - the Ranger's is always going, and gets pretty powerful later on, compared with the Paladin's daily smite ability, which arguably isn't as good in the first place, and has (very) limited uses on top of that. . .

Clerics vs. Druids: the latter gets shafted here. Heavy armour? Not such a big deal, really. Animal companion (the Druid variety) though? Ouch. There is also the matter of Wild Shape, which has the same potential for slowing down play as. . .

Polymorph and Summoning Spells: To say they are still available, per the RAW, but also not available? I dunno. Maybe just change the spells, or even adopt some of the changes suggested in later books (e.g., WotC supplements or the Pathfinder beta).

Toughness feat: 'gives 2HP +1/level but can only be taken once.' Is this ongoing? So, you take it earlier on, and it keeps adding a HP per level?

Animal Companion as a feat: That's a *hell* of a powerful feat (see above as well) - presumably it's the Druid version? Also, slows down the game, though not nearly so much as wild shape, or yeah, summoning/polymorph.

Ritual casting: 'Casters can make any spell with an XP cost a ritual that takes 1 hour or 1 day to cast and no loss of XP.' Is the duration determined by spell level? Anyway, I agree with Dyson about Resurrection (and its ilk, IMO) - they're bad enough in the RAW; this will only make things (much, much) worse. To my tastes, that is.​
 

My only issue with the Cleric is that the players (and the system) will pressure the cleric into taking healing spells as one of his spell choices at each level, leaving them with even less spell choices. The assumption in the game mechanics is that a cleric can spontaneously switch to a cure spell of the appropriate level, getting rid of this ability puts them in a position of having to reacquire it as I mentioned above.

Maybe give them the basic cure spells as freebies?
While I agree with your assessment about the parties expectations of the cleric, I don't want the cleric to feel like they have to be the heal-bot. I know that sounds crazy but if you wanted to play a cleric of ehlonna I would want you to make a very good archer - healing optional. Most players will take some healing anyway. If the heal spells go to clerics for free will they have to go to druids paladins ranger and bards also for free? Wands do all the brunt work anyway...

Can these apply together? ie: Can a caster cast a spell that normally has an expensive material component without GP or XP cost by spending a day to cast the spell? Personally I find resurrection too good as it stands, being able to just dump gold into it instead of hunting down expensive diamonds makes it even better, and being able to cast it as a ritual makes it even better again.
This is a good question. Conceptually I would like to remove XP costs completely and replace them with time. I really don't like messing with components, they can needlessly bog down a player. I think that perhaps a longer amount of time is needed to cast the rituals. Perhaps 1 hour per 10 XP, in this way wish would take 500 hours or almost 21 days of straight chanting... (reminds me of when elric summons arioc for the first time)

Resurrection and spells of their ilk should have some limitations. I don't like the idea that anybody can be raised, but the players should be able to get raised if they want. But joe bob king should not. Any suggestions there?

I like the criticals & sneak attack rule, keeps rogues from being sidelined too easily. However I would definitely figure out a simple method of increasing the hp of undead and constructs to account for their sudden loss of a special defense.
I may confer the construct HP bonus all round? They already are low on HP without a CON.

The starting money for characters seems exceptionally low - meaning that there will basically be no magic items for a new character so they will be pretty underpowered compared to most established characters unless you don't hand out magic items in play.
I allow characters to come in at the level of the party and not one level less as the DMG suggests. If a player wants to switch out a character, I want them to consider the wealth their established character has versus what they gain. Basically this is an old rule that I came up with so that the party would not get really rich with a bunch of unlucky character deaths. I do give the characters a level appropriate item of their choice that is often powerful and unique in its own right. They are ok.

Monks: 'They get an unarmed damage bonus instead of monk unarmed damage, at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12.' This seems awkward, or unnecessary anyhow. What is the reasoning here?
Mostly, this is for the DMs side. Now if I have a werewolf monk or something I simply add the damage bonus rather than selecting one natural attack or the other. On the player's side though, I would allow them to use a monk weapon with damage bonus or use enchanted spiked gauntlets...

The Ranger and Paladin spellcasting replacement features seem ill-matched - the Ranger's is always going, and gets pretty powerful later on, compared with the Paladin's daily smite ability, which arguably isn't as good in the first place, and has (very) limited uses on top of that. . .
Ah, thanks for the catch. My intent was that with the alignment restriction on paladins gone and alignment mechanics gone I wanted the smite evil class feature to become simply "smite" which has no alignment limitations. I think that makes it much better and equitable for the paladin.

Clerics vs. Druids: the latter gets shafted here. Heavy armour? Not such a big deal, really. Animal companion (the Druid variety) though? Ouch. There is also the matter of Wild Shape, which has the same potential for slowing down play as. . .
Cleric and druid are super powerful I give no remorse. As far as the druid and the wild shape game time sink. It might make sense to have established forms when they shape change, that way they can have all the notes right in front of them for their form. Perhaps gain a new form every even level. Write the stats on a 3x5 and it would not be so bad, but I can not see taking away that class feature even in the face of game speed.
Polymorph and Summoning Spells: To say they are still available, per the RAW, but also not available? I dunno. Maybe just change the spells, or even adopt some of the changes suggested in later books (e.g., WotC supplements or the Pathfinder beta).
So yeah I reserve the right to throw them at you but you can't throw them at me nener nener. If I thought a player could handle it without slowing the game down (perhaps using the 3x5 shape change method above and limit the summon to a specific creature), I would not mind them in play.
Toughness feat: 'gives 2HP +1/level but can only be taken once.' Is this ongoing? So, you take it earlier on, and it keeps adding a HP per level?
Take it early and it keeps going...
Animal Companion as a feat: That's a *hell* of a powerful feat (see above as well) - presumably it's the Druid version? Also, slows down the game, though not nearly so much as wild shape, or yeah, summoning/polymorph.
Agreed, I may just ask the pets to be shelved.
Ritual casting: 'Casters can make any spell with an XP cost a ritual that takes 1 hour or 1 day to cast and no loss of XP.' Is the duration determined by spell level? Anyway, I agree with Dyson about Resurrection (and its ilk, IMO) - they're bad enough in the RAW; this will only make things (much, much) worse. To my tastes, that is.
The intent was dependent upon how much XP it costs, a little = 1 hour and a lot = 1 day. However, I think I am partial now to the idea of 10XP = 1 Hour. What do you think?

Also, I updated post 1, check out the damage rules especially.
 

Cleric and druid are super powerful I give no remorse.
What I meant was that the Druid is giving up a *lot* more than the Cleric is, in your house rules. Compare heavy armour proficiency with a Druid's animal companion. . .

Some might see the 3.5 Druid as that much more powerful than the 3.5 Cleric. I don't, is all.
 

What I'm curious about is your reasons why for the changes?

Your changes don't seem to improve the game, make it smoother, quicker or easier or more fun for the players! And a lot of the changes just simply don't make sense.
 

Resurrection and spells of their ilk should have some limitations. I don't like the idea that anybody can be raised, but the players should be able to get raised if they want. But joe bob king should not. Any suggestions there?quote]


I would like to point out that the spell description actually solves this riddle for you. If a given character (player or not) decides not to be resurrected at the time of the spell casting, then the spell fails. As the controller of all the NPCs, you make this determination for each joe bob king and can simply say "no, I have become to enchanted by the presence of my deity to return to a mortal existance", etc. Further, there are ways to prevent resurrection (undeath comes to mind as an example). Likewise, if a player has suddenly gotten the urge to try a new character, they can just choose to not be resurrected and move on with the game in another character. Tidy, believable, and RAW, so no house rule required.
 
Last edited:

What I meant was that the Druid is giving up a *lot* more than the Cleric is, in your house rules. Compare heavy armour proficiency with a Druid's animal companion. . .

Some might see the 3.5 Druid as that much more powerful than the 3.5 Cleric. I don't, is all.

Technically they are both a feat away from RAW - that makes them balanced in that regard. Btw, I would agree that the druid is marginally more powerful.
 

What I'm curious about is your reasons why for the changes?

Your changes don't seem to improve the game, make it smoother, quicker or easier or more fun for the players! And a lot of the changes just simply don't make sense.

I am not sure I follow you. Can you ask a more specific question about the rules rather than make a generalization. For instance, which rules do you specifically think don't improve the game, make it smoother, quicker, easier, more fun or make sense?
 

I would like to point out that the spell description actually solves this riddle for you. If a given character (player or not) decides not to be resurrected at the time of the spell casting, then the spell fails. As the controller of all the NPCs, you make this determination for each joe bob king and can simply say "no, I have become to enchanted by the presence of my deity to return to a mortal existance", etc. Further, there are ways to prevent resurrection (undeath comes to mind as an example). Likewise, if a player has suddenly gotten the urge to try a new character, they can just choose to not be resurrected and move on with the game in another character. Tidy, believable, and RAW, so no house rule required.
Hmm, yes simply making everyone's natural inclination to not come back makes the spell significantly weaker but fully explainable by the RAW. Players will definitely think twice before spending 25k or a week in ritual without having some player knowledge and knowing the spell will actually bring them back.

In a round about way, these spells are also weaker due to that fact that every cleric does not have automatic access to the spells because I am using spontaneous divine casting. I think with these two things in place (naturally don't return and spontaneous casting) it should be manageable.
 

Remove ads

Top