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House rule #1: "You can attempt to go anywhere."
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<blockquote data-quote="FireLance" data-source="post: 3569993" data-attributes="member: 3424"><p>This is the house rule that most people find most intriguing, because it seems to violate a core principle of D&D:</p><p></p><p>I allow my players to tailor their characters' gear however they like, subject to the standard wealth guidelines in page 135 of the DMG. Every time the characters level up, they get to re-select whatever gear they want, up to the standard wealth guidelines for a character of their new level. So, a 2nd-level PC with 900 gp of gear, say, a masterwork greatsword, breastplate, a composite longbow [+2 damage bonus], ammunition, and other adventuring equipment, makes a level. He can select up to 2,700 gp of gear, say, a masterwork spiked chain, full plate armor, a masterwork composite longbow [+1 damage bonus], a <em>potion of bull's strength</em>, a <em>potion of cure light wounds</em>, ammunition, and other adventuring equipment. This completely replaces his previous equipment.</p><p></p><p>In addition to cutting down on intra-party squabbling about who gets what, it also saves me the hassle of second-guessing what the players want, and placing appropriate treasure in the adventure. It also ensures that the PCs are relatively well-balanced with respect to each other (nobody gets all the good magic items) and with the challenges they are expected to face (they are always equipped with a reasonable amount of gear for their level).</p><p></p><p>The standard in-game explanation for how the PC's gear improves is that he belongs to an organization that keeps him appropriately equipped. Along the way, we have developed additional handwaves: some magic items actually improve with the character (as a paladin grows in power, the <em>+1 longsword</em> he frequently uses becomes a <em>+1 holy longsword</em>, for example) or change because of in-game events (the <em>+1 holy longsword</em> dealt the final blow to a demon and now thirsts for the blood of other fiends, becoming a <em>+1 holy evil outsider bane longsword</em>), the character is given a reward, the character gains an inheritance, the character actually finds treasure at the end of the adventure, etc.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3569993, member: 3424"] This is the house rule that most people find most intriguing, because it seems to violate a core principle of D&D: I allow my players to tailor their characters' gear however they like, subject to the standard wealth guidelines in page 135 of the DMG. Every time the characters level up, they get to re-select whatever gear they want, up to the standard wealth guidelines for a character of their new level. So, a 2nd-level PC with 900 gp of gear, say, a masterwork greatsword, breastplate, a composite longbow [+2 damage bonus], ammunition, and other adventuring equipment, makes a level. He can select up to 2,700 gp of gear, say, a masterwork spiked chain, full plate armor, a masterwork composite longbow [+1 damage bonus], a [I]potion of bull's strength[/I], a [I]potion of cure light wounds[/I], ammunition, and other adventuring equipment. This completely replaces his previous equipment. In addition to cutting down on intra-party squabbling about who gets what, it also saves me the hassle of second-guessing what the players want, and placing appropriate treasure in the adventure. It also ensures that the PCs are relatively well-balanced with respect to each other (nobody gets all the good magic items) and with the challenges they are expected to face (they are always equipped with a reasonable amount of gear for their level). The standard in-game explanation for how the PC's gear improves is that he belongs to an organization that keeps him appropriately equipped. Along the way, we have developed additional handwaves: some magic items actually improve with the character (as a paladin grows in power, the [I]+1 longsword[/I] he frequently uses becomes a [I]+1 holy longsword[/I], for example) or change because of in-game events (the [I]+1 holy longsword[/I] dealt the final blow to a demon and now thirsts for the blood of other fiends, becoming a [I]+1 holy evil outsider bane longsword[/I]), the character is given a reward, the character gains an inheritance, the character actually finds treasure at the end of the adventure, etc. [/QUOTE]
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House rule #1: "You can attempt to go anywhere."
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