Ferghis
First Post
I hope folks post the more ingenious and game-expanding houserules in this thread. Particularly, ones that are either mechanically ingenious, or that open up a new part of the game. But anything interesting will do. I'm just not interested in math fixes, or small tweaks such as giving a class an extra skill, even though these houserules certainly have merit. I'll start.
I find Carl Cramér's Trait system a beautiful add-on for 4e (I think it's his baby, but I could be wrong). While that edition's combat-focused mechanics leaves lots of open space to RP out of combat action, it leaves some players who want to define their characters a bit further wanting. The linked trait system addresses that wonderfully and extensively. If you haven't checked them out and play 4e, it's definitely worth clicking on that link.
I always thought that assigning long-term wound effects based on failed death-saves was an interesting way to implement some small degree of realism into the HP mechanic, but I was never too happy with how I implemented that.
One of the frequent posters here had some very interesting houserules they swapped out for 4e's dominated, stunned and dazed conditions, but I can't remember who. They made those conditions more playable from the player's perspective, and less "skip a turn" in feel.
I love the notion of stacking advantage and disadvantage (from D&DN) for a few reasons.
The way this article (originally published, I think, here, but currently unavailable due to website redesign) made diplomacy a much more manageable skill check than my previous experience made for. Two highlights, for those too lazy to click-through:
Also, are there mechanical effects that go along with those personality traits? I remember liking some of the ones proposed by the World of Darkness systems and Ars Magica, but those were too difficult to import into D&D. [MENTION=7993]Nikosandros[/MENTION] mentioned another system that involved the DM calling on a personality trait that somehow "dared" the player to take action based on it, but I forget what it was.
I find Carl Cramér's Trait system a beautiful add-on for 4e (I think it's his baby, but I could be wrong). While that edition's combat-focused mechanics leaves lots of open space to RP out of combat action, it leaves some players who want to define their characters a bit further wanting. The linked trait system addresses that wonderfully and extensively. If you haven't checked them out and play 4e, it's definitely worth clicking on that link.
I always thought that assigning long-term wound effects based on failed death-saves was an interesting way to implement some small degree of realism into the HP mechanic, but I was never too happy with how I implemented that.
One of the frequent posters here had some very interesting houserules they swapped out for 4e's dominated, stunned and dazed conditions, but I can't remember who. They made those conditions more playable from the player's perspective, and less "skip a turn" in feel.
I love the notion of stacking advantage and disadvantage (from D&DN) for a few reasons.
- Advantage is a real advantage, without breaking the numbers involved. I never felt that a +1 or +2 (or -1 or -2) made that much of a difference to a given roll (+5 or 10% is a somewhat forgettable change in odds), unless you get a few of the bonuses, in which case it quickly becomes game-breaking: +6 or +8 makes it not only impossible to fail the roll, but you also get numbers far beyond what you could normally achieve. The same goes for penalties, although the problem is less frequent, since people facing lots of penalties tend to simply choose to do something different. The first advantage you get allows you to roll one extra die, which (grossly generalizing) is almost the equivalent of a +4: a nice, tangible benefit.
- Further, every additional advantage die has a dramatically diminishing impact: a roll with 3 advantages (four dice) is not the equivalent of a +12. It yields raises the average by less than 6. And every extra die thereafter raises the average by much less than one. So neither the DM nor the system has to be particularly vigilant about not giving too many advantages, since, after the first few, they hardly matter.
- The real benefit of having several advantages is the increased likelihood of rolling 20: each extra die adds a little less than 5% chance of doing so. If this has a reasonably limited additional advantage (such as maximum damage), it's a suitable benefit for seeking out all those advantages.
The way this article (originally published, I think, here, but currently unavailable due to website redesign) made diplomacy a much more manageable skill check than my previous experience made for. Two highlights, for those too lazy to click-through:
- Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is (determines the base target number), the relationship between the target and the character making the check (modifies TN by -10 to +10), and the risk vs. reward factor of the deal proposed (also modifies the TN by -10 to .
- Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.
- Discussion: At first read, it may seem like a pain to remember the two modifiers. There are tow things that make it easier, though. First, in most games, 90% of all Diplomacy checks will be against total strangers, which is a +0 Relationship modifier. If there's no established relationship, there's no Relationship modifier. Second, notice that both modifiers have the same set-up: +10 to -10. That's intentional; even if you can't remember what modifier is appropriate, you can easily "wing it" by just remembering the upper and lower limit allowable, and judging accordingly.
Nice sheet! It actually inspired me to start this thread... What are the wealth/economy houserules that you guys play with, and how do they interact with actual coinage? I'm very interested in wealth mechanics, since, after a few levels, I find it annoying to track coinage after a bit (special adventures notwithstanding).
Also, are there mechanical effects that go along with those personality traits? I remember liking some of the ones proposed by the World of Darkness systems and Ars Magica, but those were too difficult to import into D&D. [MENTION=7993]Nikosandros[/MENTION] mentioned another system that involved the DM calling on a personality trait that somehow "dared" the player to take action based on it, but I forget what it was.