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*TTRPGs General
If you could pick only three house rules for your game, what would they be?
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<blockquote data-quote="FireLance" data-source="post: 1879501" data-attributes="member: 3424"><p><strong>Action Points:</strong> 1st-level PCs get 5 + Charisma modifier action points. Action points reset (they are not cumulative) to 5 + 1/2 Character Level + Charisma modifier every time the PC gains a level. A PC may spend an action point at any time to add 1d6 to a d20 roll. A roll of natural 1 modified by an action point is not an automatic failure. Other uses for action points may be found in Unearthed Arcana and the Eberron Campaign Setting. </p><p></p><p>I use action points to allow PCs to a better chance succeed when they really want to, and a lower chance to fail when they really want to avoid it. I find this makes the players happier and the game more enjoyable. Adding the Charisma modifier is to the number of action points per level is my way of giving a non-class specific mechanical advantage to high-Charisma PCs.</p><p></p><p><strong>Character Gear:</strong> 1st-level PCs start with 300 gp of gear. The gear value resets (gear is not cumulative) to the standard PC wealth level every time the PC gains a level. PCs can have whatever equipment they want, provided no single item is worth more than half his wealth level.</p><p></p><p>My in-game justification for this is that the PCs all belong to an organization that keeps them supplied with gear appropriate for their level. I find that this gives the PCs the chance to play with the cool gadgets that they want (instead of waiting for me to supply them), and this makes the players happier and the game more enjoyable. It also encourages the use of one-shot and charged items. It also shifts the game's focus away from looting, accounting and bookkeeping towards the plot, the characters and the challenges. This also makes the game more enjoyable, in my view.</p><p></p><p><strong>Magic Rating:</strong> All classes have a Magic Rating (MR) which stacks with the MR of all other classes. MR is used to determine the caster level of the spells cast by the character. Clerics, Druids, Wizards and Sorcerers get +1 MR/level (as Good BAB progression). Bards, Monks, Paladins and Rangers get +3 MR/4 levels (as Medium BAB progression). Barbarians, Fighters and Rogues get +1 MR/2 levels (as Poor BAB progression).</p><p></p><p>I find that this helps to make multi-classed spellcasters more viable. They still have access to less spells and can cast fewer spells per day, but the spells that they do cast are more effective.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1879501, member: 3424"] [B]Action Points:[/B] 1st-level PCs get 5 + Charisma modifier action points. Action points reset (they are not cumulative) to 5 + 1/2 Character Level + Charisma modifier every time the PC gains a level. A PC may spend an action point at any time to add 1d6 to a d20 roll. A roll of natural 1 modified by an action point is not an automatic failure. Other uses for action points may be found in Unearthed Arcana and the Eberron Campaign Setting. I use action points to allow PCs to a better chance succeed when they really want to, and a lower chance to fail when they really want to avoid it. I find this makes the players happier and the game more enjoyable. Adding the Charisma modifier is to the number of action points per level is my way of giving a non-class specific mechanical advantage to high-Charisma PCs. [B]Character Gear:[/B] 1st-level PCs start with 300 gp of gear. The gear value resets (gear is not cumulative) to the standard PC wealth level every time the PC gains a level. PCs can have whatever equipment they want, provided no single item is worth more than half his wealth level. My in-game justification for this is that the PCs all belong to an organization that keeps them supplied with gear appropriate for their level. I find that this gives the PCs the chance to play with the cool gadgets that they want (instead of waiting for me to supply them), and this makes the players happier and the game more enjoyable. It also encourages the use of one-shot and charged items. It also shifts the game's focus away from looting, accounting and bookkeeping towards the plot, the characters and the challenges. This also makes the game more enjoyable, in my view. [B]Magic Rating:[/B] All classes have a Magic Rating (MR) which stacks with the MR of all other classes. MR is used to determine the caster level of the spells cast by the character. Clerics, Druids, Wizards and Sorcerers get +1 MR/level (as Good BAB progression). Bards, Monks, Paladins and Rangers get +3 MR/4 levels (as Medium BAB progression). Barbarians, Fighters and Rogues get +1 MR/2 levels (as Poor BAB progression). I find that this helps to make multi-classed spellcasters more viable. They still have access to less spells and can cast fewer spells per day, but the spells that they do cast are more effective. [/QUOTE]
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If you could pick only three house rules for your game, what would they be?
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