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House Rules and You: A survey
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<blockquote data-quote="Fragsie" data-source="post: 6884496" data-attributes="member: 83065"><p>My current game is almost completely homebrew, so too much there to cover as 'house rules'. But we do have some for character creation and some to speed up play sessions:</p><p></p><p><strong>Ability Scores:</strong> Roll 4d6 and drop one dice, after 6 ability scores are rolled if 3 or more of them are below 10, you can reroll the full set of 6 ability scores. Then arrange them how you like.</p><p></p><p><strong>Hit Points:</strong> maximum die result + CON at first level. Roll two hit dice and choose the higher result + CON at higher levels.</p><p></p><p><strong>Encumbrance:</strong> No maths here, just common sense in RP. </p><p></p><p><strong>Initiative:</strong> (this is a biggy) Initiative rolls are only really relevant in the first few rounds of combat, once the battle is in full sway, any semblance of order can quickly go out the window, and you take your opportunities when you can. Individual Initiative is adhered to in the surprise round, and first full round of combat. Monsters all act on one initiative with a bonus determined by either the creature in charge of the enemies, or the most common creature when there is no 'leader'.</p><p> Once the surprise round and first round are complete, the initiative order changes to simply 'party then monsters'. On each round, the individual characters may act in any order they wish, once they have all taken a turn, play passes to the DM. I've found that this helps focus the player's attention firmly on the game; even with larger groups, as each player is actively watching the tide of battle and thinking about when would be the best time to step in. It also allows for some extra tactical thinking and planning as features and spells that last until the beginning or end of a players next turn become a controllable element of the battle.</p></blockquote><p></p>
[QUOTE="Fragsie, post: 6884496, member: 83065"] My current game is almost completely homebrew, so too much there to cover as 'house rules'. But we do have some for character creation and some to speed up play sessions: [B]Ability Scores:[/B] Roll 4d6 and drop one dice, after 6 ability scores are rolled if 3 or more of them are below 10, you can reroll the full set of 6 ability scores. Then arrange them how you like. [B]Hit Points:[/B] maximum die result + CON at first level. Roll two hit dice and choose the higher result + CON at higher levels. [B]Encumbrance:[/B] No maths here, just common sense in RP. [B]Initiative:[/B] (this is a biggy) Initiative rolls are only really relevant in the first few rounds of combat, once the battle is in full sway, any semblance of order can quickly go out the window, and you take your opportunities when you can. Individual Initiative is adhered to in the surprise round, and first full round of combat. Monsters all act on one initiative with a bonus determined by either the creature in charge of the enemies, or the most common creature when there is no 'leader'. Once the surprise round and first round are complete, the initiative order changes to simply 'party then monsters'. On each round, the individual characters may act in any order they wish, once they have all taken a turn, play passes to the DM. I've found that this helps focus the player's attention firmly on the game; even with larger groups, as each player is actively watching the tide of battle and thinking about when would be the best time to step in. It also allows for some extra tactical thinking and planning as features and spells that last until the beginning or end of a players next turn become a controllable element of the battle. [/QUOTE]
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