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If you could pick only three house rules for your game, what would they be?
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<blockquote data-quote="Thanee" data-source="post: 1879616" data-attributes="member: 478"><p>0. 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.</p><p> </p><p> I guess that covers it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p> </p><p> </p><p> House rules we use in 3.5 include:</p><p> <span style="font-size: 9px"></span></p><p> <span style="font-size: 9px">- Re-roll for hit points (new result must be taken).</span></p><p> <span style="font-size: 9px">- Half-elves gain additional skill points per level as humans.</span></p><p> <span style="font-size: 9px">- Half-orcs gain +4 racial bonus on Intimidate.</span></p><p> <span style="font-size: 9px">- Sorcerers have 4+Int skill points per level and additional class skills (Diplomacy, Intimidate, Knowledge (the planes) and Use Magic Device), they also get Eschew Materials as a bonus feat at 1st level (optional: and a bonus metamagic feat every five levels).</span></p><p> <span style="font-size: 9px">- Scribing costs for wizards are only 1/10th of the listed values.</span></p><p> <span style="font-size: 9px">- 3.0 Spell Focus / no Greater Spell Focus.</span></p><p> <span style="font-size: 9px">- Increased duration for some spells (animal buffs, <em>Invisibility</em>, <em>Fly</em>, <em>Polymorph</em>, etc).</span></p><p> <span style="font-size: 9px">- <em>Polymorph</em> is a personal range spell.</span></p><p> <span style="font-size: 9px">- Revised <em>Righteous Might</em> (full size changes, DR as in the errata).</span></p><p> <span style="font-size: 9px">- Rogues (and others with the Trapfinding ability) can find traps while moving much like elves can find secret doors, if they come within 5 ft. of a trap, the DM makes a secret, automatic Search roll to spot the trap.</span></p><p> <span style="font-size: 9px">- Corrected range increments (penalties only apply when the range is <em>beyond</em> a certain range increment).</span></p><p> <span style="font-size: 9px">- Prone 5 ft. step (5 ft. step + move action) replaces crawling.</span></p><p> <span style="font-size: 9px"></span></p><p> Bye</p><p> Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1879616, member: 478"] 0. 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 guess that covers it. :D House rules we use in 3.5 include: [size=1] - Re-roll for hit points (new result must be taken). - Half-elves gain additional skill points per level as humans. - Half-orcs gain +4 racial bonus on Intimidate. - Sorcerers have 4+Int skill points per level and additional class skills (Diplomacy, Intimidate, Knowledge (the planes) and Use Magic Device), they also get Eschew Materials as a bonus feat at 1st level (optional: and a bonus metamagic feat every five levels). - Scribing costs for wizards are only 1/10th of the listed values. - 3.0 Spell Focus / no Greater Spell Focus. - Increased duration for some spells (animal buffs, [i]Invisibility[/i], [i]Fly[/i], [i]Polymorph[/i], etc). - [i]Polymorph[/i] is a personal range spell. - Revised [i]Righteous Might[/i] (full size changes, DR as in the errata). - Rogues (and others with the Trapfinding ability) can find traps while moving much like elves can find secret doors, if they come within 5 ft. of a trap, the DM makes a secret, automatic Search roll to spot the trap. - Corrected range increments (penalties only apply when the range is [i]beyond[/i] a certain range increment). - Prone 5 ft. step (5 ft. step + move action) replaces crawling. [/size] Bye Thanee [/QUOTE]
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If you could pick only three house rules for your game, what would they be?
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