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Let's rant! When house rules get stoopid...
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<blockquote data-quote="Umbralfox" data-source="post: 5147817" data-attributes="member: 83273"><p>The first three of these rules were implemented by a GM of mine, who took them from another group in which he played. The fourth rule was one that simply came from another group I was in for a short period of time.</p><p></p><p>House rule one, the DM of the other group had created a new alignment called "Chaotic A**hole" and of course, it seemed that the DM in our campaign was doing his best to run the game as if that were his alignment...</p><p></p><p>Another rule that was just ridiculous, at least in how it was executed: when rolling up character's, if you rolled doubles, they counted as one die and you could roll again. Rolling 4d6, taking three highest, for example, if you rolled a 3, 3, 6, 6; you would have a 6, a 12, and would get to roll two more d6 to pick the highest. It could get pretty overpowered, and one guy legitimately started with a 26 or 28 dex, if I recall correctly. 4,4, 6, 6, and the third dice was a 6 or two 4s or something.</p><p></p><p>Third rule was just a bit silly; needless work. Initiative was determined in a long manner, with the DM rolling a d6; even meant highest init went first, odd meant lowest went first. If he rolled odd on the dice, your initiative bonus was subtracted from your dice roll; if he rolled even, your initiative bonus added to your initiative as normal. Initiative was rolled with d12, rather than d20, and was rolled each round of combat. </p><p></p><p>Another rule from another game I was in (very) briefly, was mostly for the DM's friends. It was a mixed game at the local gaming store, partly made of friends from his home area, and the rest of the party made up of those of us who frequented the store. The rule was something he called the Lazarus bonus, or some such pretentious title; if he felt a character had been truly heroic, the gods could grant a spontaneous resurrection. I'll leave it to you to figure out which of the party members qualified for that res the most.</p></blockquote><p></p>
[QUOTE="Umbralfox, post: 5147817, member: 83273"] The first three of these rules were implemented by a GM of mine, who took them from another group in which he played. The fourth rule was one that simply came from another group I was in for a short period of time. House rule one, the DM of the other group had created a new alignment called "Chaotic A**hole" and of course, it seemed that the DM in our campaign was doing his best to run the game as if that were his alignment... Another rule that was just ridiculous, at least in how it was executed: when rolling up character's, if you rolled doubles, they counted as one die and you could roll again. Rolling 4d6, taking three highest, for example, if you rolled a 3, 3, 6, 6; you would have a 6, a 12, and would get to roll two more d6 to pick the highest. It could get pretty overpowered, and one guy legitimately started with a 26 or 28 dex, if I recall correctly. 4,4, 6, 6, and the third dice was a 6 or two 4s or something. Third rule was just a bit silly; needless work. Initiative was determined in a long manner, with the DM rolling a d6; even meant highest init went first, odd meant lowest went first. If he rolled odd on the dice, your initiative bonus was subtracted from your dice roll; if he rolled even, your initiative bonus added to your initiative as normal. Initiative was rolled with d12, rather than d20, and was rolled each round of combat. Another rule from another game I was in (very) briefly, was mostly for the DM's friends. It was a mixed game at the local gaming store, partly made of friends from his home area, and the rest of the party made up of those of us who frequented the store. The rule was something he called the Lazarus bonus, or some such pretentious title; if he felt a character had been truly heroic, the gods could grant a spontaneous resurrection. I'll leave it to you to figure out which of the party members qualified for that res the most. [/QUOTE]
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