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If you could pick only three house rules for your game, what would they be?

Thanee said:
...The DM has the right to change each and every rule in the game, as long as there is a consensus within the group and no heavy opposition to a specific change.

I agree with this one whole-heartedly...while it may be the DMs world, but the players have to live in it. If they ain't happy, it all downhill from there...

Also, we typically route all none PHB things through the DM for clearance/approval, and our group also likes the "1 always misses, 20 always hits" rule.

We also deal with the "I found the correct rule 10 minutes later" syndrome with a stock answer..."No Retro!"

-Sakkara
 
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I made a few house-rules changes, so my list is a little more than three:

1.) Half-orcs in my party get +2 con (in addition to +2 St) due to the double -2's that they get. Besides, he is a barbarian, and he needs the extra hp. They also get a +2 misc mod to the intimidate skill.
2.) Rerolls on hit points each level. d4 and d6 characters get to reroll 1's, d8 and d10 characters get to reroll 1's and 2's, and the barbarians get to reroll anything less than a 4.
3.) 1 is always a miss, fail, or fumble. 20 is always a sucess, regardless of the circumstance. And a natural "20" on an attack roll is automatically a critical hit - no need to reroll again to see if it is truly critical. 5% chance is hard enough, no point in making it harder.
4.) In my current campaign, I have a wizard and a sorcerer. The wizard can copy a spell from a scroll into his spellbook, then give the scroll to the sorcerer for future use. Copying spells from scrolls does not inherently absorb the magic from the scroll.
5.) As the DM, I cheat. My players know that I do, in order to enhance or move the story along. But they do not know when I cheat, so it is okay.
6.) I have created my own "Summon Monster 1-9" chart with stats for each monster that can be summoned. But, the spellcaster casting the spell can only cast one particular monster, not a choice (it is tied to the alignment of the spellcaster). So, at SM1, the CG sorcerer can summon the celestial badger and that's it.

These rules make the game move pretty smooth, and every seems to like them (as they have a tendency to benefit the party more than their foes). As the DM, I am here to tell a story, not kill the PC's.
 

Top three, a combination of the game I run and the game I play in:

1) Cross-class skill ranks are limited to half the maximum ranks of a class skill as normal, however, they do not cost two-for-one skill points.

2) Modified UA Recharge system. It's recharge, and it has points (points equal total spell levels) and it has fatigue (per UA spellpoint option)

3) I'd like to do fractional BAB/Save/Spellcaster Levels, we just haven't yet in either game.

Koewn
 

If I have to pick just three:

1. Generic classes from UA (modified).

2. Hero points.

3. All skills are considered class skills.

My real list would be much longer, but that's not the question asked... ;)
 

1. Fractional BAB and saves (for the win)
2. No Massive Damage
3. Some way to reroll bad HD rolls

Fortunately, in Eberron action points aren't a house rule. :D
 

1: PC's can reroll any hitdie that are under average when leveling, except for 1st level which PCs take max HP. This helps ensure PC survivability, in addition to giving those classes with a higher HD a guarentee that they won't be screwed (Implemented after I played in a game where a fighter, due to really poor rolls, had less HP than the wizard. And of course, I feel free as the GM to make sure the monsters get some of this benefit as well ).

2: Scaled massive damage rules. Saving throws are based on amount of damage done over the threshold for massive damage. The larger the blow, the more leathel. (This actually has little impact on the game, as only twice in two years since I've implemented it has such an occurance happened).

3: All non core items/spells/classes/races/etc. must be approved by the GM prior to play. This allows me to keep some semblance of control over the party and prevents truly lopsided groups with horrible min/maxing
 



1. Roll initiative every round. My players feel strongly about this one.

2. Action points/hero points/some sort of player-controlled way of twisting fate.

3. Spontaneous metamagic. So it actually gets used.

If I could have a 4th it'd be: you die at -(10 + HD + Con bonus) and death from massive damage takes your HD/hp into account somehow (I use a threshold of 50 or 25% of max hp, whichever is higher).

Corran
 

Andre said:
If I have to pick just three:

1. Generic classes from UA (modified).

2. Hero points.

3. All skills are considered class skills.

My real list would be much longer, but that's not the question asked... ;)


HMMPH -- I would ignore "House adds" like additional monsters and spells and House guidelines like the DM is always right and House flavor things like no gnomes

I am assuming "Extended Hasbro" model ofd D&D -- i.e any official content

If I had three house rules I would probably choose

#1 AU style spells known and per day for all classes

#2 +2 skills per level for everybody

#3a Defense bonus that stacks with armor

or in a more classic D&D just the first 2
 

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