House Rules


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The majority of my house rules are fairly granular. I've altered a few feats, spells, and psionic powers, based on playtesting results.

However there are some specific elements that I've borrowed from d20 products that seek to address some inequities I have with a few of D&D's subsystems. I use the Artificier's Handbook for magic item design, Upper Krust's Challenging Challenge Ratings for encounter management and monster design, and the Mutants and Mastermind's Skills Chapter as an aid to managing skill DCs.

The majority of these undertakings are the result of seeking more precise and consistant methods to aid in the preparation of balanced encounters. Additionally, most of the changes I've made have to deal with the rules that are planted firmly on my side of the metaphorical screen, rather than elements that have a noticeable impact on the session by session activities that are most noticeable to players.

Of course, I suffer from HEROitis, a particularly troubling condition wherein the infected individual obsesses over having a set of balanced, precise, consistant set of rules.
 
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toberane said:
I've just started a house rule combining the 3.0 and the 3.5 rules for magic bows and arrows. In 3.0, the to hit and damage stacked, but not for purposes of damage reduction. Only the projectile counted for damage reduction. (+1 arrow and +2 bow were +3 to hit and damage, but only +1 to overcome damage reduction.)

In 3.5, they don't stack at all, but the projectile counts as the highest plus for damage reduction. (as above, +1 arrow and +2 bow would be +2 to hit, damage, and to overcome damage reduction.)

I'm going in between. Bonuses from both weapon and projectile stack for to hit and damage, but only the highest bonus counts for damage reduction. That way, normal arrows from a +1 bow would count as +1 for damage reduction. And using the example above, +1 arrow and +2 bow would be +3 to hit and damage, and +2 for damage reduction.

Speaking from experience, you may regret this. The archer(fighter w/ bow feats) was a force that unbalanced our group in 3.0. A smart player will match this information with the right prestige classes and may become a damage machine.

We were relieved 3.5 didn't stack the bonuses, all of us except the player of the archer. ;)

Also think about it from a GP value approach. With a +2 bow and +2 arrows the magic bonus portion comes out to 16K (8K a peice) and are considerd minor items. Where as a +4 bow cost about 32K and can't be obtained from the minor table.

I know you are trying to balance it out with the damage reduction, but the DRs in 3.5 don't work like that. No "+2 or better needed" type DRs anymore.

Again, I am just pointing this out because I have seen what this simple house rule can do.
 

I've just started a house rule combining the 3.0 and the 3.5 rules for magic bows and arrows. In 3.0, the to hit and damage stacked, but not for purposes of damage reduction. Only the projectile counted for damage reduction. (+1 arrow and +2 bow were +3 to hit and damage, but only +1 to overcome damage reduction.)

In 3.5, they don't stack at all, but the projectile counts as the highest plus for damage reduction. (as above, +1 arrow and +2 bow would be +2 to hit, damage, and to overcome damage reduction.)

I'm going in between. Bonuses from both weapon and projectile stack for to hit and damage, but only the highest bonus counts for damage reduction. That way, normal arrows from a +1 bow would count as +1 for damage reduction. And using the example above, +1 arrow and +2 bow would be +3 to hit and damage, and +2 for damage reduction.

Bows add to hit.
Arrows add to damage.

Thank you, and goodnight.

(edit: that IS a house rule. Heh. :o )
 

CZHorse said:
I am using luck in my game too, but I do not think it is from the same source. Do you have a write up on what you are using, as I don't have that book? I posted my house rule on luck in the WLD thread about half way down on page 21. It is strickly home brew, that we have worked on over a few years, but I am always looking for ways to improve.
I"m in the process of reading the book and I told my PC's I will be instuting a new luck system in the next month or two.
 



CZHorse said:
...but was wondering what house rules other DMs play with, and why?

We do use a couple house rules, mostly to change some rules we simply do not agree with or which turned out to not work well in our games.

Some examples:

- Losing a level translates into a fixed XP loss of (current level -1) x 1,000 XP.
Why? Because it is fairer that way.

- Hit Dice rolls will never result in less than HD/2 hit points, if you roll lower, you simply get that much.
Why? Because it is little fun to play a fighter with fewer hit points than the wizard.

- Spell Focus adds +2 to the DC, Greater Spell Focus is not available.
Why? We felt the change was simply too much. Going down from the +4 is ok, but requiring two feats for +2 is not.

- Many 1 min./level duration spells have 10 min./level duration instead.
Why? The spells should at least be somewhat useful as utility and not only as in-combat buffs.

- Wizard spells cost only 1/10th the scribing cost to write them into the spellbook.
Why? There is no reason for the high cost, neither a logical explanation nor a balance reason. Wizards are meant to have a large spell selection, it's their primary advantage.

- No Spiked Chains (except for monsters who have them in their entry).
Why? Spiked Chains are stupid.

And a few more...

Bye
Thanee
 

I've got some minor modifications on some spells and feats, a few things (XP is the biggest) that I eyeball or do freeform rather than whatever system is written up. The biggest house rule I have is that when multi-classing, the you use your total level of favored and unfavored classes to determine a saving throw, rather than getting another +2 evertime you pick up a class with a favored save. (e.g. if you are a monk, and pick up a level in a monk prestige class, you saves would continue with their favored progression, rather than all getting a +2).
 

Psion said:
I have some rules concerning injury.

I am retro with the spells.

I have an action point variant which is too generous and I will tone down next game. :(

Lots of my house rule document is an index to which supplements (or parts thereof) to use and which not to use.
I like the three rules you set and I am going to use them in the next rules update of my campaign. Can I list what you have verbatim in my manual (only for player use)?
 

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