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<blockquote data-quote="billd91" data-source="post: 2277665" data-attributes="member: 3400"><p>We use a few house rules, but don't introduce them until after playing with the RAW first. While gut reaction may say that a house rule would be nice, you think you really should experience the rules as written before tinkering with them.</p><p></p><p>The ones I use when I run:</p><p></p><p>Shield bonus adds to touch AC (I want touches to be a bodily touch, besides, it's a nice effect to see rays blocked by a shield)</p><p></p><p>Many spells over-nerfed in 3.5 have durations brought back up to 3.0 levels (or a compromise between the two)</p><p></p><p>Half-orcs get a racial bonus at Intimidate and Climb</p><p></p><p>Negative levels that don't get resolved by the next-day save are permanent penalties until removed by restoration-type spells. Negative levels never translate into loss of character levels.</p><p></p><p>Magic item creation and spell XP costs build in an account that must be paid off out of incoming XP rather than come out of a PCs current XP total. Prevents the odd cases of recently-leveled PCs being unable to cast spells that cost XPs when they could have simply cast them the day before. I do not allow PCs to defer gaining levels.</p><p></p><p>Spell Focus adds +2 to the DC of the spells. Greater Spell Focus (and all prestige class or other feats that add to spell DCs) add +1. Spell focus was only a problem because prestige classes and additional feats got stupid with increasing bonuses. The fix should have applied to the cases where things were getting stupid and not to the original feat.</p><p></p><p>Characters can get hero points for doing really heroic stuff that they can then use to save their butts when a bad die roll goes against them.</p></blockquote><p></p>
[QUOTE="billd91, post: 2277665, member: 3400"] We use a few house rules, but don't introduce them until after playing with the RAW first. While gut reaction may say that a house rule would be nice, you think you really should experience the rules as written before tinkering with them. The ones I use when I run: Shield bonus adds to touch AC (I want touches to be a bodily touch, besides, it's a nice effect to see rays blocked by a shield) Many spells over-nerfed in 3.5 have durations brought back up to 3.0 levels (or a compromise between the two) Half-orcs get a racial bonus at Intimidate and Climb Negative levels that don't get resolved by the next-day save are permanent penalties until removed by restoration-type spells. Negative levels never translate into loss of character levels. Magic item creation and spell XP costs build in an account that must be paid off out of incoming XP rather than come out of a PCs current XP total. Prevents the odd cases of recently-leveled PCs being unable to cast spells that cost XPs when they could have simply cast them the day before. I do not allow PCs to defer gaining levels. Spell Focus adds +2 to the DC of the spells. Greater Spell Focus (and all prestige class or other feats that add to spell DCs) add +1. Spell focus was only a problem because prestige classes and additional feats got stupid with increasing bonuses. The fix should have applied to the cases where things were getting stupid and not to the original feat. Characters can get hero points for doing really heroic stuff that they can then use to save their butts when a bad die roll goes against them. [/QUOTE]
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