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House Rules: Choose Em, Don't Use Em, or Abuse Em?
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<blockquote data-quote="RangerWickett" data-source="post: 817402" data-attributes="member: 63"><p>Lesse . . . my house rules in a nutshell.</p><p></p><p>Well, I think up lots of house rules, but it's hard to implement some of them without player interest (for example, no one has wanted to play a Wild Spellcaster, alas, though they make for interesting NPCs).</p><p></p><p>However, I do use a modified wound point system. PCs get bonus WP equal to their Con (or 3/4 Con for small characters). WP heal at a rate of 1 per day (or 1 per die of magical healing). Normal hit points heal like old subdual damage used to heal, 1 per level per hour. I wanted to make it so clerics weren't necessary for a game to be playable, so I removed the need for magical healing.</p><p></p><p>Also, like many others, I don't use favored classes for multiclassing. I also don't use the class skill system; as long as a PC has a reason for learning something, he can spend skill points on it.</p><p></p><p>I created some of my own special mage-dueling rules, because one of the PCs wanted them. Made up a few new races, a few prestige classes. I suppose all the stuff I've written for Nat20 could count as house rules, too; whenever I give a PC a special power, I figure out its cost using <u>Four-Color to Fantasy</u>'s superpower rules, and I've run a few games and drinking competitions using the stuff from <u>Tournaments, Fairs, & Taverns</u>.</p><p></p><p>No one uses Tumble, but if they did I'd use Piratecat's suggestion that the Tumble check sets your AC for any attacks of opportunity you incur while tumbling.</p><p></p><p>I've also adopted a system one of my fellow DMs uses. Whenever I, as GM, really don't care one way or another how something turns out, or when I want to see how bad a fumble is or how lucky someone is, I just roll d%. Low rolls are bad for the party, high are good. Say a PC wants to buy some healing potions in a small village, where there aren't likely to be any. I'd roll, and say on a 90+, he might find some, or on a 10 or less he might anger someone while he's trying to buy 'evil magic'. </p><p></p><p>Or, if a PC fumbles an attack roll, and I roll a 90 or higher, he might just get a -2 penalty to his next attack roll because he's off balance. From a 40 to an 89, he incurs an attack of opportunity from his foe. 11 to 39 he'd be flat-footed and incur an attack of opportunity, and 10 or less he'd probably lose his balance, fall down, and drop his weapon. Depends on the cirucmstances, though.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 817402, member: 63"] Lesse . . . my house rules in a nutshell. Well, I think up lots of house rules, but it's hard to implement some of them without player interest (for example, no one has wanted to play a Wild Spellcaster, alas, though they make for interesting NPCs). However, I do use a modified wound point system. PCs get bonus WP equal to their Con (or 3/4 Con for small characters). WP heal at a rate of 1 per day (or 1 per die of magical healing). Normal hit points heal like old subdual damage used to heal, 1 per level per hour. I wanted to make it so clerics weren't necessary for a game to be playable, so I removed the need for magical healing. Also, like many others, I don't use favored classes for multiclassing. I also don't use the class skill system; as long as a PC has a reason for learning something, he can spend skill points on it. I created some of my own special mage-dueling rules, because one of the PCs wanted them. Made up a few new races, a few prestige classes. I suppose all the stuff I've written for Nat20 could count as house rules, too; whenever I give a PC a special power, I figure out its cost using [u]Four-Color to Fantasy[/u]'s superpower rules, and I've run a few games and drinking competitions using the stuff from [u]Tournaments, Fairs, & Taverns[/u]. No one uses Tumble, but if they did I'd use Piratecat's suggestion that the Tumble check sets your AC for any attacks of opportunity you incur while tumbling. I've also adopted a system one of my fellow DMs uses. Whenever I, as GM, really don't care one way or another how something turns out, or when I want to see how bad a fumble is or how lucky someone is, I just roll d%. Low rolls are bad for the party, high are good. Say a PC wants to buy some healing potions in a small village, where there aren't likely to be any. I'd roll, and say on a 90+, he might find some, or on a 10 or less he might anger someone while he's trying to buy 'evil magic'. Or, if a PC fumbles an attack roll, and I roll a 90 or higher, he might just get a -2 penalty to his next attack roll because he's off balance. From a 40 to an 89, he incurs an attack of opportunity from his foe. 11 to 39 he'd be flat-footed and incur an attack of opportunity, and 10 or less he'd probably lose his balance, fall down, and drop his weapon. Depends on the cirucmstances, though. [/QUOTE]
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