How big are your house rule changes?

How many house rules do you have?

  • None!

    Votes: 10 7.3%
  • A few feats, classes, spells, and/or items

    Votes: 54 39.4%
  • A fair number of feats, classes, spells and/or items.

    Votes: 13 9.5%
  • As above plus a few rules to the combat and/or magic systems

    Votes: 36 26.3%
  • A large number of changes to the combat and/or magic system

    Votes: 12 8.8%
  • Mix and match rules from D20 and non-D20 rule systems alike.

    Votes: 5 3.6%
  • We play one of the 2nd generation D20 varaints like D20 Anime

    Votes: 5 3.6%
  • We play a D20/GUPRS/Storyteller/Rifts variant

    Votes: 2 1.5%

tjoneslo

Explorer
I've seen several threads discussing the house rule changes they made (or had inflicted upon them). I'm curious as to the general scope of the changes. The poll is aimed at D&D in particular, though can apply to any D20 game.
 

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My house rule changes are significant enough that a newcomer has to learn them to be able to play, but not large enough that the game doesn't feel like D&D.

Mostly, it's a bit of race-class-skill-feat-spell revisionism, with a few combat changes and a few extra bits added for flavor (fate points, racial paragons, traits, flaws, etc.)
 

Let's see - significant changes to several things

Races

Gnomes & Halflings are different (no arcane casting for halflings, gnomes do not gain any free spells, but gain did stat raises)
Lizardfolk and Half-ogres as a "core" race

Classes

Druids are folded into the Priest Class

Cleric: A Different Priest Class for Each Power

Paladin: Paladins have to be dedicated to a specific god, different spell lists (and some abilities) depending on the god.

Monk: Uses my system for martial arts styles - only 2 kinds of monks availble to characters of the "Occidental" portion of the setting.

Ranger: Another alt.ranger

Bards: Cannot just choose spells, must find them in songbooks, learn them from other bards, convert them from wizard spells, research them, etc. . .

Wizards: Gain 1 new spell every two levels (not 2 every 1), otherwise have to learn, steal, beg or borrow spells.

NO SORCERERS (a variant witch class instead)

Barbarian: This is a class based on cultural type - so taking it is limited.

Combat

Armor vs. Weapons Type (slashing, peircing, blunt)
Critical Hit/Fumble Result Tables
Knockdown Dice for weapons
Base Defense Bonus: AC improves with level based on class. BDB is lost if deprived of Dex.
Dying: Characters don't die until reaching the negative equivalent of 1/2 their max hit points + 10
Stabilizing: Only 5% chance
While at Negs: Any damage done to someone at negs calls for a FORT save (10 + damage done) or die
Magical Healing: Those brought back from "death's door" by means of magical healing (not rest) are exhausted until having one hour's rest and then fatigued until 8 hours of rest

Feats/Skills

3E version of Power Attack
First Aid: take 1d10+10 rounds to perform



There is lots more, but that is a taste.
 


Nothing really... I routinely add some stuff, new monsters, new items, new feats, whatever, but I haven't had to change the existing. Not since 3.5E, anyway. For me, it simply all works well.
 

We play D&D 3.wombat

Always have, always will, no matter how much the definition of "3.wombat" mutates...

Yes, very extensively revised, with bits of 3.0, 3.5, as lot of AU, some touches of Ars Magica, many changes in character classes, races, extra spells, streamlined combat, etc.

I'd say that counts as extensive changes...
 



I remember back to the AD&D 2nd edition, when I created a terrific mana-points magic system. I spent a great deal of time on it, and finally it proved to be an unbalanced disaster !

With the 3.0 edition I decided to not change the rules. However, this didn't preclude me to add new classes, new races, new spells and new magic items. But I don't see this as houserules, rather as additions.

Now there is a slight houserule in that a character of my group has got a slightly modified sorcerer. This individual sorcerer (not all of them) has no weapon proficiencies of any sort. However, she knows the spells of the healing domain (there is no cleric in the group) in addition to the normal number of spells known by a sorcerer.

I had the intent of adding the AU classes, thus modify them with regard to spells used, but that will wait for another time.
 

i referee real D&D. OD&D(1974) is the only true game. All the other editions are just poor imitations of the real thing. :D
 

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