Pathfinder 1E House Rules

Ezequielramone

Explorer
So, I'm looking for inspiration, plus I want to know how other people plays.
I'm curious about the house rules you use.
please tell me your house rules. here are mines.
- I give every lvl an extra skill point to be used in one profession.
- I just deleted alignment. creatures with the evil, lawful , etc still have the "alignment tag" for mechanic purposes.
- At lvl 1 you get max gold for your class.
- you can use different knowledge skill for the same topic with different DCs.
- leadership only allow you to have one cohort, unless the campaign needs followers.
- you don't have components for your new spells until you spend some time in a place or market where you can get them. if it have cost you have to track every piece and its amount.
- I give hero points when players pass exams.
 

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Yours seem pretty reasonable, except for the “full gold at first level one”. Do you allow Traits on your game? There is one called Rich Parents (you start with 900 GP). I'll add some of my own.

- When you rest (8 hours), you're healed by an amount equal to your constitution modifier + your level.
- Readying an action doesn't change your place on the initiative round (we did it like that on the beginning and when we found out it was wrong we said "mmm, damn it, let's keep playing like this), though no one uses that option any more.
- Dwarves just get a +2 on Appraise. Period.
- Equipment weight is hand-waived (unless you choose to play a character with a STR of 3 or ir your character carries his scythe collection wherever she goes). STR 7 is enough to carry all you need.
- When picking Traits, you can mix and match from any category (even from races different from your own). You can, and are encouraged to, change the name of the trait. For example, I once made a character that had the “+2 to your caster level, to a maximum of your HD” trait, and justified it saying that he had a dragon ancestor and magic came more naturally to her. I called it “Dragon Blooded”.

Besides that, I usually add a couple homebrew rules for specific campaigns. We once played a game that had higher technology and additional gadgets, weapons and special materials were allowed; but they are not usually available.

It's funny how we are both from Argentina buy have to speak in English. The internet is a weird place sometimes.
 

Here is a link to my campaign's house rules, which our current group has used quite successfully. Players are 12th level now, leveling was right on track (36 sessions), magical items and crafting haven't gotten out of hand, and I have gotten really great feedback from my players. Min/Maxers in another forum had a ton of hate for my house rules, while my group and other role-play focused people really like them.

http://mazariim.com/wiki/index.php?title=House_Rules
 

These are my house rules

I share a rule with [MENTION=6687585]Ramaster[/MENTION], readying actions do not change your base initiative. This is mainly because of NPCs on group initiative, but works well for PCs too.

The greatest change is in the metamagic rules. The idea is to combat the 15 minute adventuring day by allowing lower level spells to remain potent at higher levels.
 

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