House Rules

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 use a fumble rule in my game too. Although, I made it similar to the critical hit rules for 3.5, by making the player who rolled a 1, confirm the fumble. Another miss and the outcome can be really bad. I use an old fumble chart from Dragon Mag in combat a wing the outcome on skill rolls and others. I have found that is does add a an extra amount of realism to the game, as even the greatest fighter has a chance to slip and fall when stepping in the entrails of the orc that he just dropped.
 

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Mark said:
Are rulings made to cover things not already covered in the rules considered House Rules?

I would say that anything a DM does in his game, that is not covered in the core rules for the game could be considered a 'House Rule". If you go from you game to another game, then the tweeks to the game that another DM does are his house rules.
 

Luck

Here is one of the house rules that I play with in my campaigns. I did this to combat players getting screwed because of a bad night of dice rolling.

Luck

Luck is determined like any other score and it represents accidental fortune both good and bad. Luck is not pertinent to any class but can be beneficial to all.


Racial Modifiers: Dwarves, elves, and half-orcs –1, half-elves 0, humans and halflings +1

Ability Score /Modifier/ Luck Points/ Fate Points /Divine Intervention
1 /-5 /0 /0 /0%
2 /-4 /0 /0 /0%
3 /-4 /1 /0 /0%
4 /-3 /1 /0 /0%
5 /-3 /1 /0 /0%
6 /-2 /2 /0 /0%
7 /-2 /2 /0 /0%
8 /-1 /2 /1 /0%
9 /-1 /3 /1 /0%
10 /0 /3 /1 /0%
11 /0 /3 /2 /0%
12 /1 /3 /2 /1%
13 /1 /4 /2 /2%
14 /2 /4 /3 /3%
15 /2 /4 /3 /4%
16 /3 /5 /3 /5%
17 /3 /5 /3 /6%
18 /4 /5 /3 /7%
19 /4 /6 /3 /8%
20 /5 /6 /3 /9%
21 /5 /7 /4 /10%
22 /6 /7 /4 /11%
23 /6 /8 /4 /12%
24 /7 /9 /4 /13%
25 /7 /10 /5 /14%

Luck Point Usage: Each game session a character may expend their luck points on any personal attack, damage, saving throw, or skill check (Any dice thrown by player – excluding character building...example adding new hit points.) They may chose to spend the points after the roll is made, but before any other game action is determined. Each point expended is equal to a +1 bonus or 5%, and no more than 5 points maybe spent ant any one time.

Fate Points Usage: Each time a character is brought to below –10 hit points, they may spend a fate point to stay alive. This usage puts them out of action, but stabilized at -1 hit points (This stabilization will continue until the PC is helped.) These can also be used to negate the effects of a special critical wound. Once used the fate point is gone forever.

Divine Intervention: Divine Intervention is just what it sounds like, and will only have any effect in a hopeless situation.

Additional Note: The DM will occasionally ask for a luck ability check, and it is made by rolling a d20 + modifier like any other ability check. Be careful as these can be asked for at the most inopportune moments, as trying to determine which way a body falls – on the thin ledge or over the side into a bottomless crevasse. To low of Luck score can doom a PC. Only named villains and NPCs have a Luck score.

Hope it is useful to others.
 


CZHorse said:
I use a fumble rule in my game too. Although, I made it similar to the critical hit rules for 3.5, by making the player who rolled a 1, confirm the fumble. Another miss and the outcome can be really bad. I use an old fumble chart from Dragon Mag in combat a wing the outcome on skill rolls and others. I have found that is does add a an extra amount of realism to the game, as even the greatest fighter has a chance to slip and fall when stepping in the entrails of the orc that he just dropped.
Which Dragon magazine was that? I'd love to buy teh backcopy.
 

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