House Rules Poll

Do you use house rules? If so, which areas? (you can click multiple entries)

  • I play the game exactly as printed

    Votes: 21 10.9%
  • Combat, weapons mechanics & / or damage

    Votes: 56 29.0%
  • Combat, melee rounds (segments versus actions or some other variation)

    Votes: 8 4.1%
  • Combat, AC versus defensive roll / damage absorption

    Votes: 27 14.0%
  • Spell System / magic system (higher or lower or totally different)

    Votes: 62 32.1%
  • Alignment

    Votes: 53 27.5%
  • Classes or Races

    Votes: 93 48.2%
  • Experience Points / Leveling

    Votes: 90 46.6%
  • Skills / Character Generation

    Votes: 89 46.1%
  • Other

    Votes: 72 37.3%

  • Poll closed .
Davelozzi said:
Ablilities: We roll 4d6 drop lowest, create two sets of six scores and then choose the better set. I also had a homebrew point-buy option at one point but no one ever used it.

Wow! That sounds like you'd end up with some amazingly high ability scores!

DB
 

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--Critical threats are ALWAYS critical hits (cuts out an extra die roll, makes combat a lot faster and scarier)
--reroll 1s on PC hit dice and cure spells (I'm a nice guy)
 

Only actually mindless creatures as a class are immune to mind affecting effects. Intelligent undead and plants can therefore be contacted telepathically, etc.

Redid polymorph so you gain extraordinary special abilities and all natural ones.

Redid regeneration to be supernatural.

Wizards can learn spells from any item they can craft, not just scrolls.

Dodge works against all attacks not just one (for ease of combat figuring).

Allowed rangers to get sense motive as a class skill.
 

In general the House Rules my last campaign had were mostly tweaks around the the edges. A local Prestige class for one thing, a change in the way magic items were created on the other side, that sort of thing. As such, also nothing that I was terribly worried about destroying game balance, or the ability of the players to realize what was different from the base rules.

john
 

Drifter Bob said:
I'm interested in a few things you mentioned. Can you describe a 'subtle magic' setting? Explain how you implement that. Alos, what is WP/VP? And how do you implement armor as damage reduction. DO you do a defense roll?

DB

WP/VP = wound points, vitality points as found in Unearthed Arcana, Star Wars D20 and a few other d20 games as an alternative to hit points.
 


House rules that I can think of:

Rolling initiative every round (instead of every combat)

Not rolling for saves if your base save is higher than the DC.

Spellcasters identifying spells with a spellcraft check.

Spellcasters using up spells at the end of the night and getting back a fresh list at dawn. (instead of the 8 hr rule) Usually used for any spells cast during nighttime encounters (our DMs fav) and healing.

Monsters not automatically hitting familiars/mounts/animal companions when they're caught in the middle of combat.
 

Abilities:
- To generate ability scores roll in order 3d6 and pretend you've rolled a 4th d6 that lands on 3. Drop lowest.
- Intelligence, Wisdom and Cha grant bonus spells known (not per day) for Magic-Users, Clerics and Elves respectively.
- Bonuses from high Str apply to weapon damage only, not to hit rolls.
- Bonuses from high Dex apply to weapon damage instead of to hit rolls.

Classes:
- Elves use Cha as their prime requisite in place of Intelligence.
- Halflings get a -1 bonus to AC vs. all opponents rather than a -2 vs. larger than man-sized opponents.
- Halflings can Hide in Shadows and Move Silently at 1/2 the % listed for a Thief of their level (rather than the listed percentages).

HP:
- All characters receive a 2hp kicker at 1st level.

Weapons:
- Weapons receive a damage modifier based on their optional variable weapons damage (d4 = -1, d6 = +0, d8 = +1, d10 = +2)

Magic:
- All casters (Clerics, Magic-Users, Elves) cast spontaneously. Ex: A 2nd level M-U can cast two 1st level spells and knows Read Magic, Shield, Sleep and Light. The M-U could cast any combination of those spells, up to 2 per day.
- Clerics must learn individual spells just as M-Us and Elves do. They do not get access to their entire spell list.
- Clerics and M-Us know 2x the number of spells they can cast per day at each level(more if they learn them from scrolls, etc.). Elves know 1x the number of spells they can cast per day at each level.
 
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I voted other, since I wasn't sure where these would fit.

- All characters get "pseudo-toughness" at 1st level. In addition to maximum hit points, they get +3 hit points as well as though they had the toughness feat. However, this does not count as actually having toughness for purposes of pre-requisites for other feats, etc. At low levels, these hit points help survival a lot, while at high levels, they aren't a big deal at all.

- When rolling hit points for new levels, roll 2 dice and keep the better roll of the two. This has helped avoid the case of severely crippled characters with low hit points. Low rolls still can happen, and the rogue managed to roll snake eyes, but over all, it helps keep the avg numbers slightly higher than average.

- If you roll a 1 on an attack roll, you roll again as if you were attempting to back up a critical hit. If you back up your roll with a hit, then nothing happens. If you fail to back it up, it becomes a critical miss which causes an attack of opportunity. With ranged weapons, instead of an AoO, it usually leads to a weapon-malfunction, possibly breaking the bowsting, etc.
 

I've got a fair amount.

Mostly all new classes and races.

Custom ability score generation system (not clever, just custom :))

Cthulhu/Incantations style magic.

Armor as conversion to subdual damage

Modified MD thresh-hold

Action points

Class/level based Defense bonus to AC.

For the total picture, see my campaign website.
 

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