Rather than start a new thread, I thought I'd add some of my home games house rules here for discussion. Note I am a player, not the DM.
Natural 20 - Always a hit/success no matter the defense/DC
Natural 1 - Always a fail/disaster for combat either you re-roll and strike at a randomly nearest ally or drop your weapon if nobody could logically be hit
6d6 (drop lowest 3) for Stats at Creation - I dislike point buy, it also helps differentiate characters more
All of the above have been house rules for the group through Rules Cyclopedia, 2E, 3E and now 4e.
Add Con Mod to HP on Levelling - this again helps to differentiate characters
No Equipment Parcels - treasure given as and when, usually makes sense with the previous owner
No Player Equipment Wish Lists - as above
All of the above are our house rules for 4e
No starting equipment
Monster Ritual/Alchemy Components Parts - found on monsters that would otherwise not have treasure, specifics not noted just that the value is X towards alchemy
"Legacy" Magic Item - each character has 1 item that will level with them
All of the above are our house rules for current campaign
We're also still debating a few things:-
Minions - the DM doesn't like the 1 HP, especially at higher levels
Spontaneous Magic Items - Made magical through action, rather than ritual (yoinked from this thread)
More when I remember.
Sytonis
Natural 20 - Always a hit/success no matter the defense/DC
Natural 1 - Always a fail/disaster for combat either you re-roll and strike at a randomly nearest ally or drop your weapon if nobody could logically be hit
6d6 (drop lowest 3) for Stats at Creation - I dislike point buy, it also helps differentiate characters more
All of the above have been house rules for the group through Rules Cyclopedia, 2E, 3E and now 4e.
Add Con Mod to HP on Levelling - this again helps to differentiate characters
No Equipment Parcels - treasure given as and when, usually makes sense with the previous owner
No Player Equipment Wish Lists - as above
All of the above are our house rules for 4e
No starting equipment
Monster Ritual/Alchemy Components Parts - found on monsters that would otherwise not have treasure, specifics not noted just that the value is X towards alchemy
"Legacy" Magic Item - each character has 1 item that will level with them
All of the above are our house rules for current campaign
We're also still debating a few things:-
Minions - the DM doesn't like the 1 HP, especially at higher levels
Spontaneous Magic Items - Made magical through action, rather than ritual (yoinked from this thread)
More when I remember.
Sytonis