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

Since so many people may not know anything of the original D&D game, there is a pdf version available here:
Original DnD Game PDF.zip

If you understand anything to this incomprehensible game system, your IQ is probably much higher than what IQ tests pretend. :confused:
 

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I only have a few, 1.Stat generation 2. How you spend skill points. I also like each player to write up a paragragh or two about why they're character is adveering, what the character hopes, fears, ect. are. Rest of my handouts is about the world.
 

I have 11 pages of house rules, which is less significant than it sounds. Most of those pages are devoted to some optional classes - minstrel (still a work in progress, anyway), archaeologist (recently posted to house rules forum), and ranger and paladin PrCs. I'll probably use the ones from the AU from now on.

Another page is devoted to sorcerer spell-chaining.

Other rules include minor changes to clarify a few vague spells (resilient sphere, globes of invulnerability, and wall of stone/iron, and a few others), and to make a few changes to some of the spell lists (clerics lose some spells, and druids gain some spells in my rules).

There are a few changes to class skills (Everyone picks 10), and a few changes to feats. There are also changes to how many skill points PCs receive.

There are a host of sundry little things like death at -con, and wizards can take a bonus feat in lieu of familiars, etc.
 

My players can choose between rolling for hit points, or taking 1/2 HD +1 +CON bonus. Usually they go for the 1/2...

Natural healing is your level + CON mod per night.

Cohorts, animal companions, familiars, henchmen, etc. all go on the same round as their "owner" to speed things up.

Plus other assorted things in Unearthed Arcana I'm definitely going to do, but I just got the book today, so I've got to go through it... :D


Chris
 

tjoneslo said:
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.
My house rules are to the point that I'm not sure you can even call my game D&D anymore. Joshua Dyal's Esoteric d20 Fantasy, is probably a better name. :heh:
 

Right now I am runnig a second world campaign, so some things are already out there to begin with. Much of this is a list of stuff I use, but lots of that stuff (like monsters, PrCs and spells) are not listed here.

Chargen:
  • I allow players to reroll stats if they fall below the standard array.
  • "Schroedinger chargen" - I let players change their mind about character choices if they weren't crucial to plot continuity.
  • The "Be all you can be -- or not" rule - No character is required to take every bab point, save point, hp, feat, skill point, or class feature they are entitled to. Yeah, it's never come up in play, but this handles the whiners who complain that their wizard can fight too well. (No, you get no compensation)


System Splicing Issues
The second world sourcebook has some recommendations for , I've labelled them SWS. I also have some 3->3.5 upgrade issues, I label those 3.0->3.5. Other changes related to hammering the systems together I label "custom."
  • (SWS) - Use d20 modern defense modifiers for D&D classes using table in SWS.
  • (SWS) - Compensate for the above by merging shield and deflection bonus types, and merging natural armor and armor bonus types, with a "synergy" rule for overlapping. (Custom) I tweak the defence class synergy rule to take into account smaller synergies.
  • (SWS) - I use backgrounds from SWS as a parallel to starting occupations in d20 modern.
  • (Custom) - I continue using the scry skill, as modified by BOEM III (for 3.0). In 3.0 it's too easy, in 3.5 it's too hard. Plus some SWS classes rely on scry. For all other skills, I generally go with 3.5.
  • (Custom) - I use 3.0 facing, reach, weapon size, cover and concealment rules.
  • (Custom) - I mostly use 3.5 classes, and feats with some exceptions. Paladin -> Green Ronin's Holy warrior, ranger -> as 3.5 but with bonus feats instead of "combat styles."
  • (Custom) - I was using 3.0 spells in my regular D&D game and keeping a few important 3.5 upgrades; I'm thinking to make referencing things easier (and because in this game I don't mind nerfing arcane casters) of taking the opposite cant and using mostly 3.5 rules and chucking the 3.5 updates that don't work IMO. (I guess that means shelving my pretty little green ronin grimoires. :( )
  • (Custom) - A few changes to make SWS work with 3.5 classes and skills. Frex, replaced class requirements for animal empathy skill with class ability, changed knowledge (mathematics) requirement to physical sciences or the planes.
  • (Custom) - I use UA's Action point system instead of d20 modern's.
  • (Custom) - I use D&D's take on nonlethal damage, though as per d20 modern, exceeding the target's massive damage threshold is still a potential immediate knockout.
  • (Custom) - The SWS races are modified to use standard advancements like the paragon races.

Combat
  • Injury system invoked if at any time you take more than half of your remaining damage in one hit (i.e., last hit >= current hp.)
  • Dying occurs at - (con check), secretly rolled by the GM.
  • I use the Arsenal rules for autofire instead of those in d20 Modern.

Races
  • All the normals, as modified by SWS.
  • SWS races (Orca, Raptors, Hsuan, etc.)
  • Robots from Factory
  • Other sources as needed.

Classes
  • A few variant classes used from UA (specialists and other variants)
  • 3.0 Psionics handbook as modified by Mindscapes and If thoughts could kill, and using excerts from the minds eye.
  • A few other sources for core classes (GR unholy warrior, GR shaman, AEG Good priest)
  • Sorcerers use Quint Sorcerer blood ability and templates.
 

I voted for the one that was just a hair away from no house rules, but at the same time, I don't really use any house rules.

Sometimes the campaign world might have odd rules, like impeded spells or special materials that aren't listed in the core books. There might be a PrC or two that get written up, or a new feat or spell. But we don't modify any existing rules/feats/skills/classes mechanically. We are rather liberal with flavor, but mechanics overrule flavor if the two ever conflict.
 

Only one small change to combat and skills. No changes to feats, but a few have been added. Lots of additions to basic PC races (over 20). Magic rules have been adjusted, but more concerning individual spells rather than the spell list, rules per casting, etc.
 

Almost no house rules. We played for 3 years with none, but this time around I changed the price of the Mithral Chain Shirt to 4100 GP! *gasp* I am also allowing in some stuff from UA. So far Weapon Groups & the racial Paragon classes are in. I thought about reintroducing facing, but decided not to tamper with combat that much. The only change to combat so far is to standing from prone. During the last session, after the druid's animal companion wolf tripped the enemy monk, I decided to allow a Tumble check to avoid the AoO for standing from prone. The monk proceeded to miss the check & was promptly AoOed into oblivion by the tank fighter & cleric. :p
 

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