House Rules


log in or register to remove this ad

My last three DM's all used fumble rules. I am the only DM I know that doesn't use them. Yet I guess that is not a House Rule for me, although I bet I am rare among DMs in North America in not including a fumble house rule.
 

hmm, i rather like Thannee's Level Drain rule,

house rules i am contemplating trying out with:
1) death at minus CON (assuming i dont just use AU/AE flat out)
2) a purchasing/selling system based on the version from the Minrothrad Guilds Gazeteer (wherin seller and buyer roll appraise checks to find out how much an item is worth)
3) or failing that just give a 5% modifier to purchase/sale price for every point of Charisma above/below 10
 

I Personally thought magic was weak so I allowed Hedge Mages (a kind of sorceror) to ignore the spells known limitation and be able to cast from the entire spell list as if it were all "spells known" and cast spontaneously to boot. Didn't seem to unbalance the game one jot, by the way.

I then allowed it for the Priest (a cleric that doesn't turn undead), Druid, etc. The druid was already powerful, but didn't get that much more powerful. The Priest started using spells that would otherwise never get used, so that was a plus.

This was all in Arthurian Adventures, a d20 game.

Oh, I also said that everyone, at all times and all places, all spoke the same language. Except for invented secret languages, like druidic. I am sure it gave linguists nightmares. :)

I also doubled the int skill bonus, but not the penalty.

I gave dwarves a bonus to dex not con, to make them more "fey" like.

And my barbarian's maintained rage while unconscious (until the duration ran out) but I remain convinced that this is the RAW, not a house rule.
 

Particle_Man said:
My last three DM's all used fumble rules. I am the only DM I know that doesn't use them. Yet I guess that is not a House Rule for me, although I bet I am rare among DMs in North America in not including a fumble house rule.
I"ve used fumble rules so far I forget they were a house rule. I try to be creative with the fumble rules usually doing whatever the situation calls for. If my warforged fighter rolls a 1 while wielding his falchon next to a teammate he may hit his teammate.I am trying to think of a 1d20 chart for fumble like the ones i use with my gun rules
 

My rules:

House Rules

General

Death’s Door: A PC becomes unconscious at –1 hit point. They will lose –1/round until healed. Death occurs as –10 + -constitution score.

Raise/ Resurrection: Should a character die, the character gains a negative level until reaching the next level. This effect stacks.

Spell Components: A character may choose to add expensive spell components to their maximum allowable magic item limit rather than constantly buying expensive components, such as the diamonds needed for resurrection spells. These items become focal points for the spells.

Supernatural affinity: Characters may imbue themselves with supernatural ability, rather than use a magical item. Limited use equals double the cost of the related magic item. Unlimited use requires triple the cost of the related magic item. A character may have a maximum of three supernatural affinities.

Skills

Social Skills: Bluff, diplomacy, gather information, perform, and sense motive are class skills for all classes. Training in the skills should be mentioned in character histories, if applicable.

Perform skill (Bard): Bards may choose a number of performance styles equal to their charisma modifier. Skill checks are counted as if they were one skill. Should the charisma modifier increase, the character must train for one year in order to take a new style.

Craft skill: Characters may choose a number of related crafts equal to their wisdom modifier. Skill checks are counted as if they were one skill. The craft skills chosen must be an intimate part of the character class, such as armor/ weaponsmith for a fighter. Should the wisdom modifier increase, the character must train for one year in a craft in order to learn a new craft.

Spells

Animal buffs: Duration for spells such as bull’s strength equals ten minutes/level.
Feats

Ambidexterity (Feat): By taking this feat, a character may deal full strength damage using their off-hand weapon.

Skill Affinity (Feat): By taking this feat, a character may take any two non-class skills and make them class skills.

Signature Spell (Feat, Wizards only): Prerequisite: Spell Focus (School from which spell belongs), Spell Mastery (Signature spell must be one chosen). Benefit: For a wizard, a signature spell becomes a part of their self. It becomes a spell-like ability that can be cast once per day for every 3 arcane levels (starting at level 1). The spell is cast as if by a wizard one level higher and adds +2 to penetrate SR.

Craft Masterwork Item (Feat): Prerequisite: Skill Focus (craft); 9 ranks in related craft skill. Benefit: A character may create a masterwork item in the time it would take to make a non-masterwork version of the item.

Craft Magical Item (Feat): Prerequisite: Craft Masterwork Item; 18 ranks in related craft skill. Benefit: A character may use their craft skill to create magical items. These items mimic any arcane, divine or psionic ability desired. Special materials, level limits, and experience costs still apply.

Dodge (Feat): Gain a +1 bonus against all opponents during combat.

Weapon Focus(Feat: Fighter): / Specialization (Feat: Fighter): Instead of applying to one weapon, choose either slashing, piercing, or bludgeoning. You gain the use of the feat with all weapons of the type.


Classes

Wizard/ Sorcerer: They gain a bonus feat in place of Summon Familiar. Summon Familiar may be selected at any level they would normally gain a feat. A special familiar may be chosen at the GMs discretion should the feat be selected as a higher level.

Fighter: Gains a bonus feat at levels 13, 16, and 19.

Berserker: Replaces the Barbarian. Does not suffer an inability to read/ write.


Prestige Classes

The GM must approve requested prestige classes. Prestige classes must be requested two levels before the player wishes to gain the class. When requesting a prestige class, the player should answer the following questions:
• Why does the character wish to join the class?
• How does this class enhance the character concept?
• How do you envision the character with this class?
• What can the GM do to enhance the fun/ playability of a character with this class?
Basically, I need to know how to deal with this prestige class in game. I want to make the game for and challenging and I really need to know what you’re concept is with a class in order to serve you better.

Additional rules for Prestige classes:

• Each prestige class requires training. I will work with you to see that you fulfill that requirement.
• Each class will require a role playing prerequisite.
• You must take at least 3 levels of the prestige class.

Third Party Material: This material must be approved for use before it can be used. Third party material includes Dragon and Dungeon magazines.
 

Thanee said:
@werk: You might want to think some more about this...

For example, what happens, if a wizard has the same spell written in TWO different books? ;)
It would be the same 'known' spell, so after he cast it out of one it would be consumed and he would have to relearn it from the second book. That actually supports my belief that wizards have travelling spellbooks and copies that are stored safely in their lab.

I know, you're saying free scrolls, but I've only had this rule used maybe twice, with no back-up copy, so it hasn't been an issue...but has saved butts. Let me also mention that I don't play with min/maxxers or cheezy munchkins, so I really don't have any problems in that regard. I also run a setting where magic spells are hard to come by for wizards.
 


A few of the rules I use in my Rome like campaign are:

All PC's start with 2 ranks in 2 different perform, craft,knowledge, or profession skills.

All PC's start with basic starting equipment free. Bakcpack, torch, waterskin, etc. This allows them to spend their funds on class related equipment instead.

Paladins do not exist. Instead I have a Divine Warrior prestige class available.

Humans are the predominate race and hate Elves and Dwarves. Both of whom they have had major wars against in the past. Orcs do not exist. There are plenty of other monsters for the PC's to fight.

I use 36 point buy for character generation.

No XP penalty for multiclassing, ever.

Healing potions do max healing.

If your character dies, the new one will be the same level but less XP.

Gnomes are tiny and are universally hated. The Gnomes in my world are pranksters and trouble makers. Annoying little things. I have a prestige class dedicated to Gnome catching.

That's about it.
 


Remove ads

Top