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House Rules: If I show you mine, will you show me yours?
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<blockquote data-quote="Alisair Longreach" data-source="post: 4783393" data-attributes="member: 50851"><p>These are my house rules for the Eberron campaign I start later this summer:</p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Rulebooks in play:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Eberron Player’s Guide, all Player’s Handbooks, all Adventurer’s Vaults, all Power books.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Ability Scores:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Ability Score Array: <strong>18, 16, 14, 12, 11, 10.</strong> Three ability scores increase at 4th, 8th, 14th, 18th, 24th and 28th level.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Races:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Ignore all racial ability score bonuses.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Eladrin Education grants characters skill training in Arcana, History, Nature or Religion.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Half-Elf Dilletante power has been revised.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Classes:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">The PCs also receive extra level bonuses at every level except 1st, 11th and 21st level.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Level bonus is also applied to the damage of all powers.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">All attack powers inflict +1d6 damage on a critical hit at 2nd level, +2d6 at 6th, +3d6 at 11th, </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">+4d6 at 16th, +5d6 at 21st and +6d6 at 26th level unless modified by magic items.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">All Cleric Powers are based on Wisdom. </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">All Paladin Powers are based on Charisma.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">All Ranger powers are based on Dexterity.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">All Warlock powers are based on Charisma.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Fighter At-Will attack Sure Strike adds the Strength modifier to damage.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Ranger At-Will attack Careful Shot adds the Dexterity modifier to damage.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Two-Weapon Rangers lose Prime Shot but gain Two-Weapon Fighting as a bonus feat.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Rogue Sneak Attack damage dice increases to 4d6 at 11th level and to 6d6 at 21th level.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Warlocks may not choose powers outside of their pact (their patrons are very jealous). </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Wizards must choose between either adding two Daily Utility powers to their Spellbook or having one Encounter Utility power. Wizards may not retrain Daily Utility and Daily Attack powers.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Wizard of the Spiral Tower paragon path also has Eladrin as a prerequisite.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Wizards never replace Daily powers but add extra Daily powers at the Paragon and Epic tiers.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Eternal Seeker Epic Destiny is not allowed.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">PCs may choose a power outside of their class if it fits a theme or concept, with the DM’s permission.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Skills:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">The level bonus is not added to the skill modifier.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Feats:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Trained skills, Expanded Spellbook, Linguist and Ritual Casting may not be retrained.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Expanded Spellbook feat also encompasses Daily Utility powers.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Channel Divinity and Multiclass feats are not allowed. Multiclass feats have been revised into one feat.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Equipment:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Magic items do not provide bonuses to attacks and defenses. The Magic prefix do not exist.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Masterwork Armor rules are ignored. </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Heavy armor provides an extra +1 AC bonus at 6th, 11th, 16th, 21st and 26th level.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">PCs can use one Magic Item Daily Power per body slot per day. </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Magic Items ignore properties and powers and rules dependent on Milestones.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Potion of Healing is a level 1 magic item. </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Potions of Healing, Vitality and Recovery don’t cost healing surges.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Adventuring:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Use of an Action Point is redesigned as Character Feature Encounter Power.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Combat:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Group Initiative: Enemies above party level act first. PCs with 20+ DEX and a feat bonus to initiative always act before enemies. PCs act in order by DEX modifier or by agreement.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">Rituals:</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white">Ritual casters may replace Component Cost with one healing surge for most Heroic tier Rituals.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Brew Potion ritual is level 1 and only allows the creation of the Potion of Healing.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">The Enchant Magic Item ritual is not available to PCs.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">A specific Enchant Magic Item ritual is required for each magic item. The market price of the Enchant [Specific] Magic Item ritual is equal to the market price of a ritual of the same level.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Research time for a Ritual is one day per level of the Ritual. </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">Ritual research cost is equal to market price plus component cost.</span></span></p><p> </p><p><strong><span style="font-family: 'Arial'"><span style="color: white">DILLETANTE/MULTICLASS POWER</span></span></strong></p><p><span style="font-family: 'Arial'"><span style="color: white"><strong>Prerequisites: </strong>Ability score 13+ in the Attack modifier. Half-Elf Racial Feature.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white"><strong>Benefit: </strong>Choose an at-will attack power from any class. You can use that power as an encounter power.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white"><strong>Restrictions: </strong>You may not choose powers with these keywords: Beast, Beastform, Spirit. </span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">You may not choose powers with the Implement keyword unless your class uses implements.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white">You may not choose Warlock powers.</span></span></p><p><span style="font-family: 'Arial'"><span style="color: white"><strong>Special: </strong>This feat replaces all multiclass feats.</span></span></p><p> </p></blockquote><p></p>
[QUOTE="Alisair Longreach, post: 4783393, member: 50851"] These are my house rules for the Eberron campaign I start later this summer: [B][FONT=Arial][COLOR=white]Rulebooks in play:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Eberron Player’s Guide, all Player’s Handbooks, all Adventurer’s Vaults, all Power books.[/COLOR][/FONT] [B][FONT=Arial][COLOR=white] [/COLOR][/FONT][/B] [B][FONT=Arial][COLOR=white]Ability Scores:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Ability Score Array: [B]18, 16, 14, 12, 11, 10.[/B] Three ability scores increase at 4th, 8th, 14th, 18th, 24th and 28th level.[/COLOR][/FONT] [B][FONT=Arial][COLOR=white] [/COLOR][/FONT][/B] [B][FONT=Arial][COLOR=white]Races:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Ignore all racial ability score bonuses.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Eladrin Education grants characters skill training in Arcana, History, Nature or Religion.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Half-Elf Dilletante power has been revised.[/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [B][FONT=Arial][COLOR=white]Classes:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]The PCs also receive extra level bonuses at every level except 1st, 11th and 21st level.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Level bonus is also applied to the damage of all powers.[/COLOR][/FONT] [FONT=Arial][COLOR=white]All attack powers inflict +1d6 damage on a critical hit at 2nd level, +2d6 at 6th, +3d6 at 11th, [/COLOR][/FONT] [FONT=Arial][COLOR=white]+4d6 at 16th, +5d6 at 21st and +6d6 at 26th level unless modified by magic items.[/COLOR][/FONT] [FONT=Arial][COLOR=white]All Cleric Powers are based on Wisdom. [/COLOR][/FONT] [FONT=Arial][COLOR=white]All Paladin Powers are based on Charisma.[/COLOR][/FONT] [FONT=Arial][COLOR=white]All Ranger powers are based on Dexterity.[/COLOR][/FONT] [FONT=Arial][COLOR=white]All Warlock powers are based on Charisma.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Fighter At-Will attack Sure Strike adds the Strength modifier to damage.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Ranger At-Will attack Careful Shot adds the Dexterity modifier to damage.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Two-Weapon Rangers lose Prime Shot but gain Two-Weapon Fighting as a bonus feat.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Rogue Sneak Attack damage dice increases to 4d6 at 11th level and to 6d6 at 21th level.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Warlocks may not choose powers outside of their pact (their patrons are very jealous). [/COLOR][/FONT] [FONT=Arial][COLOR=white]Wizards must choose between either adding two Daily Utility powers to their Spellbook or having one Encounter Utility power. Wizards may not retrain Daily Utility and Daily Attack powers.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Wizard of the Spiral Tower paragon path also has Eladrin as a prerequisite.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Wizards never replace Daily powers but add extra Daily powers at the Paragon and Epic tiers.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Eternal Seeker Epic Destiny is not allowed.[/COLOR][/FONT] [FONT=Arial][COLOR=white]PCs may choose a power outside of their class if it fits a theme or concept, with the DM’s permission.[/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [B][FONT=Arial][COLOR=white]Skills:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]The level bonus is not added to the skill modifier.[/COLOR][/FONT] [B][FONT=Arial][COLOR=white] [/COLOR][/FONT][/B] [B][FONT=Arial][COLOR=white]Feats:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Trained skills, Expanded Spellbook, Linguist and Ritual Casting may not be retrained.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Expanded Spellbook feat also encompasses Daily Utility powers.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Channel Divinity and Multiclass feats are not allowed. Multiclass feats have been revised into one feat.[/COLOR][/FONT] [B][FONT=Arial][COLOR=white] [/COLOR][/FONT][/B] [B][FONT=Arial][COLOR=white]Equipment:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Magic items do not provide bonuses to attacks and defenses. The Magic prefix do not exist.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Masterwork Armor rules are ignored. [/COLOR][/FONT] [FONT=Arial][COLOR=white]Heavy armor provides an extra +1 AC bonus at 6th, 11th, 16th, 21st and 26th level.[/COLOR][/FONT] [FONT=Arial][COLOR=white]PCs can use one Magic Item Daily Power per body slot per day. [/COLOR][/FONT] [FONT=Arial][COLOR=white]Magic Items ignore properties and powers and rules dependent on Milestones.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Potion of Healing is a level 1 magic item. [/COLOR][/FONT] [FONT=Arial][COLOR=white]Potions of Healing, Vitality and Recovery don’t cost healing surges.[/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [B][FONT=Arial][COLOR=white]Adventuring:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Use of an Action Point is redesigned as Character Feature Encounter Power.[/COLOR][/FONT] [FONT=Arial][COLOR=white] [/COLOR][/FONT] [B][FONT=Arial][COLOR=white]Combat:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Group Initiative: Enemies above party level act first. PCs with 20+ DEX and a feat bonus to initiative always act before enemies. PCs act in order by DEX modifier or by agreement.[/COLOR][/FONT] [B][FONT=Arial][COLOR=white] [/COLOR][/FONT][/B] [B][FONT=Arial][COLOR=white]Rituals:[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white]Ritual casters may replace Component Cost with one healing surge for most Heroic tier Rituals.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Brew Potion ritual is level 1 and only allows the creation of the Potion of Healing.[/COLOR][/FONT] [FONT=Arial][COLOR=white]The Enchant Magic Item ritual is not available to PCs.[/COLOR][/FONT] [FONT=Arial][COLOR=white]A specific Enchant Magic Item ritual is required for each magic item. The market price of the Enchant [Specific] Magic Item ritual is equal to the market price of a ritual of the same level.[/COLOR][/FONT] [FONT=Arial][COLOR=white]Research time for a Ritual is one day per level of the Ritual. [/COLOR][/FONT] [FONT=Arial][COLOR=white]Ritual research cost is equal to market price plus component cost.[/COLOR][/FONT] [B][FONT=Arial][COLOR=white]DILLETANTE/MULTICLASS POWER[/COLOR][/FONT][/B] [FONT=Arial][COLOR=white][B]Prerequisites: [/B]Ability score 13+ in the Attack modifier. Half-Elf Racial Feature.[/COLOR][/FONT] [FONT=Arial][COLOR=white][B]Benefit: [/B]Choose an at-will attack power from any class. You can use that power as an encounter power.[/COLOR][/FONT] [FONT=Arial][COLOR=white][B]Restrictions: [/B]You may not choose powers with these keywords: Beast, Beastform, Spirit. [/COLOR][/FONT] [FONT=Arial][COLOR=white]You may not choose powers with the Implement keyword unless your class uses implements.[/COLOR][/FONT] [FONT=Arial][COLOR=white]You may not choose Warlock powers.[/COLOR][/FONT] [FONT=Arial][COLOR=white][B]Special: [/B]This feat replaces all multiclass feats.[/COLOR][/FONT] [FONT=Arial][COLOR=white][/COLOR][/FONT] [FONT=Arial][COLOR=white][/COLOR][/FONT] [/QUOTE]
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