House Rule Review

Prophet2b

First Post
I've been working on the house rules for our next campaign (set place in Eberron, if that matters at all), and this is what I've come up with. None of it should be really huge changes to the system or anything like that. I just thought I'd try a few tweaks here and there to spruce things up a bit. I'm just curious if anyone has any comments (is it all good, bad, somewhere in between?). The really big thing would probably be the Feats and Ability Score Increases variant. Most of this, though, I either found on EN World or else got the idea from EN World.

Source Material

I’m limiting the source material available for players to use, though the limitation (I think) is probably overly generous. I want players to have a wide, diverse variety of choices so that they can make their players truly unique. At the same time, as new material is released (or old material is found that I have not reviewed), it will not automatically be included into this list. If players want to use a feat, spell, class, race, etc. not found in the material listed here, they must first come to me so that I can review the material. I also can borrow of any of the below materials if they should desire to look at something for themselves.

Core Books
Dungeon Master’s Guide
Dungeon Master’s Guide II
Monster Manual
Monster Manual II
Monster Manual III
Monster Manual IV
Player’s Handbook
Player’s Handbook II


Complete Series
Complete Adventurer
Complete Arcane
Complete Divine
Complete Mage
Complete Scoundrel
Complete Warrior


Eberron Series
Dragonmarked
Eberron Campaign Setting
Explorer’s Handbook
Faiths of Eberron
Five Nations
Magic of Eberron
Player’s Handbook
Races of Eberron
Secrets of Sarlona
Secrets of Xen’drik
Sharn: City of Towers


Other Sources
Book of Nine Swords

With DM Approval
Book of Roguish Luck
Unearthed Arcana
Unorthodox Pirates


Note: Despite the above list, all spells and spell-like abilities that draw from material not found in their spell descriptions (such as spells like alter self, polymorph, wild shape, etc.) are limited exclusively to the three core rulebooks: Dungeon Master’s Guide, Player’s Handbook, and Monster Manual. There is a lot of material above, so this is simply intended to prevent such spells from being accidentally broken by unforeseen (and unintended) uses.

House Rules

Half-Elves
The following Half-Elf racial traits take the place of the Half-Elf racial traits on page 18 of the Player’s Handbook.

• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Half-elves gain the Diplomacy and Gather Information skills no matter their class.
• 4 extra skill points at 1st level.
• Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. Half-elves have all the versatility and broad (if shallow) experience that humans have.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Sorcerers
The Sorcerer class will be unavailable throughout the campaign. Instead, the Warlock will take its place as the Sorcerers of the realm. Warlocks in-game may be referred to as either a Sorcerer or a Warlock – they will mean the same thing.

Hit Points
At 1st level, characters will use their Constitution score for their starting hit points. At 2nd level, characters will receive their full hit die (plus CON modifier) for hit points. At 3rd level onward characters must roll for hit points. For example: Jakob the Wizard has a 12 Constitution. At 1st level, Jakob would receive 12 hit points. At 2nd level, Jakob would receive 5 hit points (for a total of 17 hit points). From 3rd level on he has to roll his hit die and add his CON modifier to it to determine how many hit points he will receive.

Feats and Ability Score Increases
The following rule will take the place of the information found on page 22 of the Player’s Handbook concerning Feats and Ability Score Increases. Characters will receive a feat every odd level (1, 3, 5, 7, etc.) and an ability score increase every even level (2, 4, 6, 8, etc.). The balancing factor in this is that there are no magic items in the world that can permanently increase one’s ability scores (none of them). Characters should consider the creation of such items a lost art, one that cannot be performed in this time. Any magic item that would increase a character’s ability scores can only function a maximum of 3 times each day at 10 minutes a time.

Leveling
There will be no experience handed out during game play. Instead, leveling will happen (for all intents and purposes) when the DM says it happens. However, this is not intended to be mean or anything of the sort! In fact, at earlier levels characters will level much faster, while at middle to later levels they will level a bit slower to get the full pleasure of playing those characters. Leveling will tend to take place (ideally) at the end of major quest, or else at an average of 4-8 sessions. Depending on circumstances, though, and where the PC’s are (in terms quests and levels), it may take shorter or longer to level.

This is also done in order to encourage PC’s to worry less about killing monsters in order to gain XP and more to simply role play more. This does not mean that PC’s won’t be killing monsters and other bad guys on a regular basis. It simply means that their leveling is not dependent upon such actions, and so the PC’s are free to do what they want, when they want, without ever having to worry about falling behind. All characters will level at exactly the same time.

Death Penalties
Resurrection, True Resurrection, and Reincarnate do not incur penalties for being raised (no level loss). However, when a character is brought back from the dead via the Raise Dead spell, there is a penalty. First, that character will suffer from hauntings, fear attacks, and other such things (receiving flashbacks to the afterlife that are mentally disturbing). These may at times disrupt both role playing and combat encounters.

Second, that character also suffers a permanent negative level until he accomplishes a quest given by the god or force that raised him from the dead. This quest will be revealed to the character within two sessions after having been raised, and upon completion of the quest both the first and second penalties will be removed from the character.

Power Discs
Certain spells require XP to be spent in order to cast them, and when spellcrafters create magic items the crafting process requires a certain amount of XP. In game, such spells and crafting requires Power Discs. Power Discs are forged using trace elements of dragonshards and other alchemical substances, and each disc has an XP equivalent. More than one Power Disc can be used at a time, and because this adds an increase to the price of certain spells and such, the DM should be diligent in giving spellcasters who can make use of XP in spellcasting Power Discs as part of their treasure.

Code:
[B][I]Power Discs               Price[/I][/B]
100 XP Power Disc         50gp
500 XP Power Disc         250gp
1,000 XP Power Disc       500gp
5,000 XP Power Disc       2,500gp

Every time a Power Disc is used, the amount of XP used up is subtracted from the total, and a little bit of the disc is disintegrated. When all of the XP is used up, the disc is completely disintegrated. A Spellcraft (DC 15) check or Craft [Alchemy] (DC 20) check is required to determine how much XP is left on a used Power Disc.

Alter Self & Polymorph Item Restrictions
The spells Alter Self, Polymorph, Baleful Polymorph, Polymorph Any Object, or Shapechange can only be incorporated into wondrous items and scrolls, not wands, potions, or any other such magical items.

Reincarnate
The Druid spell Reincarnate will be moved to 6th level. At 4th level, the Druid may cast Reincarnate, Lesser. This spell works as Reincarnate, but using the following table:
Code:
d%          Incarnation          Str      Dex     Con
01-03       Badger               -2       +6       +2
04-08       Bear, Black          +4       +2       +2
09-12       Boar                 +2       +0       +2
06-08       Camel                +6       +0       +0
09-15       Cheetah              +2       +6       +0
16-20       Eagle                +0       +4       +2
21-28       Hawk                 +0       +6       +0
29-34       Leopard              +2       +4       +0
35-39       Lizard, Monitor      +4       +2       +2
40-52       Monkey               -4       +6       +0
53-58       Owl                  -2       +4       +2
59-64       Pony                 +2       +0       +0
65-71       Snake, Constrictor   +4       +4       +0
72-74       Tiger                +8       +4       +4
75-85       Weasel               -4       +2       +0
86-99       Wolf                 +4       +2       +2
100         Other                ?        ?        ?
After being reincarnated by Reincarnate, Lesser or Reincarnate, a character may (with the approval of the DM) go on a quest to regain his old body.

Action Points
The game will use action points as they are laid out in Unearthed Arcana, with the following changes. Players will receive 2 action points at the start of every session, instead of 5 & ½ every time they level. This number is not fixed and may be changed accordingly by the DM later in the game. Also, the following actions have been included the available choices for action point uses:

Lead in Initiative
A character can use 1 action point to insure he goes first in initiative. This action point must be spent when he would normally roll (before combat) for initiative, and before everyone else reads off their results.

Quick Conference
When a character is by himself and the player wants the benefit of the other players’ advices and opinions, he can spend 1 action point to do just that. If the characters are together and something happens (like an ambush or they all get stuck in a diplomatic situation), they can also “pause the game” to discuss strategy or what should be said.

Roleplaying Advantage
A character can spend 1 or more action points to give himself a roleplaying advantage. “It’s a good thing that when the big bad evil guy captured us he didn’t notice the knife I had hidden in my boot…” or “I’m glad I can distract the guards so well that our rogue can sneak by completely unnoticed.” The ultimate allowance of a roleplaying advantage, however, is up to the DM.

Self Sacrifice

A character can spend 1 action point after an ally has been attacked (but before the roll has been resolved) if he is adjacent to that ally to change places with the ally, thus taking the damage for himself.

Weapon Group Feats
The Weapon Group Feat variant from Unearthed Arcana will be used.
 
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Here are some comments for you:

I'd like to also see how you lay it out. That is, upload the file of the formatted document. I think content is as important as utility. Things that are going to be referenced often should be handy.

Anyways, to your content:
I love your 1st level hit points rule. I'd simplify it though: 1st = con; 2nd+ = DM must witness roll and can re-roll a "1" once.

Half-elves: make sure you "highlight" what the changes are. You may ask your players if they want you to post all of that, or just list the changes. I'm a big fan of keeping house rulebooks thinner whenever possible.

Sorcerers - I don't see the point of eliminating them in lieu of warlocks. Seems like a house rule just taking up space.

MOre ability score raises: Just FYI, if you don't regulate how many a person can place in a single ability score, you'll have people with 24, 8, 8, 10, 10, 10 ability score arrays by 9th level...trust me. Players will do that and although it seems cute at first, the power escalation will pretty much ruin your game before you know it.

Ability scores: Note what method you use (Standard 25 buy or 4d6 witnessed-rolls standard)

Levelling: This is kind of wordy. I"d just say, "DM uses his own Plot-based x.p. system and it's not based just on how many monsters you kill."

Raise dead, etc: These rules look fine and dandy

Power discs: Are these essentially "wands"? I'd include an example so that players can better understand them.

Weapon grouping: I always liked this rule too :)

jh


..
 

I like the quick conference idea too under action points. I may add that one too. Having that doesn't mean that PC's will use it, but it does mean that YOU THE DM KEEP THE GAME MOVING AND PLAYER CHARACTERS DO NOT HAVE MENTAL TELEPATHY (unless they do of course ;)

One more thing:

You did not note psionics. I personally have not found them to be a game breaker under any circumstances save ONE THING: I've house ruled that armor penalties apply to psionic classes for any armor they are not initially proficient in (just say "psionics is magic."). Oterwise you've got psions, the equivalent of sorcerers, running around in plate mail.

jh
 

Emirikol said:
I'd like to also see how you lay it out.
Sure thing! See the attached file.

Emirikol said:
I love your 1st level hit points rule. I'd simplify it though: 1st = con; 2nd+ = DM must witness roll and can re-roll a "1" once.
I changed it (you can see in the document) to similar to what you suggested. Instead of re-rolling a 1 once, though, I said they could re-roll if they rolled 1/4 their max die number or less. In most cases, for them, this will be a 1 - but for the fighters and barbarians and such they (hopefully) won't feel as screwed over if they roll a 2 or something like that.

Emirikol said:
Half-elves: make sure you "highlight" what the changes are.
Done.

Emirikol said:
Sorcerers - I don't see the point of eliminating them in lieu of warlocks.
Yeah, I guess you're right. My idea was that Warlocks are more what Sorcerers should have been - bloodline magic abilities, the raw use of magic, etc. But no one ever plays a Sorcerer and I can use Warlocks instead of Sorcerers whenever I want to... so, yeah...

Emirikol said:
MOre ability score raises: Just FYI, if you don't regulate how many a person can place in a single ability score, you'll have people with 24, 8, 8, 10, 10, 10 ability score arrays by 9th level...trust me.

Well, I've never played a game where the players have done that, yet. They usually tend to pick very realistic ability scores, not min/maxing. If a player tried to min/max during character creation, I just wouldn't allow it. During game, though, I'd be a little more inclined to let them max out a score or two, just because they'll never receive a magic item that will help them in that regard.

That said, you bring up a good point. If I decide to limit it, what would be a good number? 22 (before racial modifiers)?

Emirikol said:
Ability scores: Note what method you use (Standard 25 buy or 4d6 witnessed-rolls standard)
Done. 28 point buy to start. If a player brings in a new character later on, 25 point buy.

Emirikol said:
Levelling: This is kind of wordy.
Fixed (I think...).

Emirikol said:
Power discs: Are these essentially "wands"? I'd include an example so that players can better understand them.
Since there is no XP in the game, I had to do something to let magic users cast spells that require an XP cost and create magic items. So I came up with the idea of the Power Disc. I included an example, but the short version is: If you have a 500 XP power disc and use 300 XP, then your power disc now has 200 XP left on it.

Emirikol said:
I like the quick conference idea too under action points.
Thanks! I didn't come up with that... but I can't remember where I got it from. I just remember reading something similar to this sometime ago...

I also eliminated the "Initiative Lead" one, as after further reflection, I decided I didn't want that in there.

Emirikol said:
You did not note psionics.
Well, to quote the Eberron Campaign Setting (p. 40): "If you do not have access to the Expanded Psionic Handbook, do not use psionic characters in your game."

I don't think any of my players would want to use psionics, but if they did, and if they were willing to buy the book, and if they let me read through it first (so I understood how everything worked and so forth), then I'd consider it. As it stands, we've never used psionics in the past and we don't own the book... so... easier just not to deal with it unless it actually ends up becoming a real issue. :)

Thanks for the comments! They helped a lot! :D Any further suggestions would be greatly appreciated.
 
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Prophet2b said:
Hit Points
At 1st level, characters will use their Constitution score for their starting hit points. At 2nd level, characters will receive their full hit die (plus CON modifier) for hit points. At 3rd level onward characters must roll for hit points. For example: Jakob the Wizard has a 12 Constitution. At 1st level, Jakob would receive 12 hit points. At 2nd level, Jakob would receive 5 hit points (for a total of 17 hit points). From 3rd level on he has to roll his hit die and add his CON modifier to it to determine how many hit points he will receive.
This doesn't effect all classes equally, starting off as a high hit point class like barbarian is penalized, being a wizard becomes much better, and starting as a rouge is just plain cheating, especially if you multiclass right afterward. A dwarven rouge/barbarian is the worst of the lot, with possibly 32 hp at 2nd level and with very many skill points. How about max hit points at 1st and 2nd level, and also at first you receive 1/2 Con hit points (or simply con mod +5 hit points).
 

Exen Trik said:
This doesn't effect all classes equally, starting off as a high hit point class like barbarian is penalized, being a wizard becomes much better, and starting as a rouge is just plain cheating, especially if you multiclass right afterward. A dwarven rouge/barbarian is the worst of the lot, with possibly 32 hp at 2nd level and with very many skill points. How about max hit points at 1st and 2nd level, and also at first you receive 1/2 Con hit points (or simply con mod +5 hit points).

Actually, I changed this in the revised version to basically: hit points = con score at 1st level, and players have to roll every level after that (with a possible re-roll if they roll 1/4 their max hit die or less - which in most cases will be a 1, though for a barbarian this means rolling a 3 or less, fighter 2 or less, rogue 1 or less, etc.).

Though, yeah, after reading your point, I hadn't considered quite just how broken it was before!
 

Some other stuff I thought about:

Your formatting is good. YOu should put 2 columns for pages 2,3 and shrink your right and margins and you'll fit all your rules on 3 pages.

Other things you should consider adding:
RUles for replacement characters (other than the 25 point buy). I suggest that you clarify three things in particular:
1) At which level they return. Since you use 25 point buy, then it would be wise to do same level..but what if the next character dies? Do they come back at 25 points too? Personally, I think it would be wise to come in at APL minus 1 rather than dropped ability scores for any subsequent characters.
2) What happens to the wealth of the dead character. A common house rule is that it is buried with the PC unless it's a plot item
3) What wealth does the NEW PC come in at? Is it as per the DMG? Can the player choose any items they want from the DMG or are you going to give them a list? Is there a 1/4 total wealth single-item max (to prevent people from coming in with unreasonable items).

I've found that having replacement character rules really makes my DMing job easier, becasue then I'm not afraid to kill of PC's and the players know it. They're more cautious and use their noggins more.


COVER PAGE/CONTACT INFO: you should include your contact info on the FRONT PAGE of your house rules. For example, I always include: DM's name, email, group discussion website, DM's phone and assistant DM's phone (e.g. the player designated to be reached if the DM can't be reached and you have to miss).


ART? Each campaign I run has a different piece of fantasy artwork on the cover page. You can google TONS of it and just paste it into your house rulebook.

TABLE RULES? If you have any table rules, this is a good place to put them. You'd think they would go without saying, but they actually serve a very valuable purpose = telling players what you expect of them. You never knwo what prior DM's have let people get away with...it's like inheriting someone elses kids. You should have a MAXIMUM of 10 table rules. Examples:
1. If you have to miss or be late, call the DM or assistant with as much notice as possible
2. Anyone can be replaced if they start missing sessions or if the group doesn't feel they are a good fit.
3. We will play if there are at least 3 players at a game (this is a VALUABLE RULE). There is also a maximum of 7 player spots unless the DM determines otherwise.
4. Do not invite people to the group without the DM and group's permission
5. If you have a rules argument and it's not going to result in a character dying immediately, please save it for a break.




jh

..
 

Prophet2b said:
That said, you bring up a good point. If I decide to limit it, what would be a good number? 22 (before racial modifiers)?

I would suggest something more along the lines of "You can't raise the same ability score twice in a row." or "You can't raise an ability score by more than X."

The power discs are kind of cool. I usually just give all casters an XP pool for items (like the artificer in Eberron), but this gives the possibility of politics and plot hooks. I'd be awfully tempted to call them Energon cubes. :D

The action points per session is interesting too. In my last campaign, my players tended to horde them then spend a lot when they were almost to the next level. I may mix the approaches next time, something like 1 per session plus 3 per level. I also like the "Good thing I hid a knife" use.
 

Prophet2b said:
Half-Elves
Interesting idea. A bit much; I would probably remove at least one of those other abilities, but then again, half-elves are pretty weak normally.
Prophet2b said:
Hit Points
Massive hurt to barbarians, somewhat hurts fighters, massive boon to casters, somewhat helps d6 classes. I wouldn't change the "full at level one" thing for this; it's too unbalanced.
Prophet2b said:
Feats and Ability Score Increases
Wow - superpowered campaign! Just make sure all the monsters and NPCs have this kind of bonus as well, or your characters will walk all over them, with or without magic items.
Prophet2b said:
Lots of other folks do this - a good idea, and safe to do.
Prophet2b said:
Death Penalties
A neat idea, although a little hard to implement evenly without more specifics. But overall I like this much better than losing a level.
Prophet2b said:
Power Discs
Have you considered simply allowing all casters to spend gold instead of XP? I think the normal conversion rate is 1 XP = 25 gp, so just let the casters spend cash to power their XP-dependant spells. Or, just use the system you made already.
Prophet2b said:
Reincarnate
Funny. :) Hurts druids a tad, though.
Prophet2b said:
Action Points
Neat idea. Again, just make sure enemies can use them, too.
 

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