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General Tabletop Discussion
*TTRPGs General
If you could pick only three house rules for your game, what would they be?
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<blockquote data-quote="Humanophile" data-source="post: 1881341" data-attributes="member: 1049"><p>0. Point buy, average hit points. I see this as being less of a house rule and more a standard way to play.</p><p></p><p>1. Clerics and druids are spontaneous casters a'la UA. Having to juggle even the whole of the PHB spell list, ignoring outside sources, makes my head hurt. Especially for the class that the new guy often gets forced to take. This keeps divine casters on a much more even keel.</p><p></p><p>2. Tie auto failure to the take 10 rules; if you're under pressure (my call), ones fail and you have to roll for it. Keeps certain combat and other pressure skills from becoming too easy to deal with. If you're in a situation where you can take 10, "successful" ones succeed even if you rolled in hopes of getting something special for a >10 roll.</p><p></p><p>3. I'd be happy with fractional BAB and save progressions, but since people have called it "too much math", I just tell people to add together levels in classes that have a given progression and check them on one chart. Gives almost the same results while being easier on the math-inept. It also avoids letting those first level +2's stack (an annoying part of PRC's); while I'd be happy to let your Clr2/Sor 1 have a +2 BAB for working with fractions, you're still only getting a +3 base will save in my games.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 1881341, member: 1049"] 0. Point buy, average hit points. I see this as being less of a house rule and more a standard way to play. 1. Clerics and druids are spontaneous casters a'la UA. Having to juggle even the whole of the PHB spell list, ignoring outside sources, makes my head hurt. Especially for the class that the new guy often gets forced to take. This keeps divine casters on a much more even keel. 2. Tie auto failure to the take 10 rules; if you're under pressure (my call), ones fail and you have to roll for it. Keeps certain combat and other pressure skills from becoming too easy to deal with. If you're in a situation where you can take 10, "successful" ones succeed even if you rolled in hopes of getting something special for a >10 roll. 3. I'd be happy with fractional BAB and save progressions, but since people have called it "too much math", I just tell people to add together levels in classes that have a given progression and check them on one chart. Gives almost the same results while being easier on the math-inept. It also avoids letting those first level +2's stack (an annoying part of PRC's); while I'd be happy to let your Clr2/Sor 1 have a +2 BAB for working with fractions, you're still only getting a +3 base will save in my games. [/QUOTE]
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If you could pick only three house rules for your game, what would they be?
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