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%

I'm very happy that 3e is the first edition in which no house rules are *nessecary*....

That said, there are some that I find *desirable,* but they're not always extremely significant.

I've got the usual flavorful changes to races, classes, equipment, and feats (adding some, subtracting others). I've used Weapon Group Proficiencies instead of Simple/Martial. Many of the 'new classes' use a different spellcasting method , I've swung a few things around in the AC and SR departments...no huge changes, still plays like D&D, just has a distinctive 'flavor.' In addition, things change through each campaign's incarnation -- since I change settings a couple of times a year, I change house rules just about as often.
 
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I put the lowest change. I do make up my own items, but most of them could probably have fit within the normal rules anyway.

I tend to stick to the book, just smoothing out a few rough edges with common sense here and there.

I suppose the only real major difference is speciality priests, and the way clerics are handled - but from a role-playing and societal perspective rather than a mechanics perspective (which is still basically the same, with the variations for speciality priests).

I'm generally of the mind that if I'm paying all this money for all these rules, might as well try and use them. Ok, I guess I don't care about the money, but I don't feel like rewriting the rules when they seem to work generally OK as they are now.
 

The last three 3E campaigns I did, I used no house rules at all. This time around I'll be using a few, mainly aimed at flavor for the races, plus some changes I've seen elsewhere that I want to use simply for the sake of difference.

Swtiching some minor flavor rules for some races; they mature at human rates until young adulthood, then 'flatten out' and age much more slowly. Dropped barbarians as a class. Half-orcs get Fighter as favored class. Elves get Sorcerer. Some minor class changes, like extra domains for clerics, the 'no god' option is not an option for paladins. Added the Green Ronin witch and shaman, and the Kalamar Infiltrator to the classes list. Added Litorians and Giants to the races list. Added some feats. Changed skill focus to +6. Changed Toughness to the Sturdy feat from Arcana Unearthed. Folded Hide and Move Sikent into one skill.
 

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