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<blockquote data-quote="catsclaw227" data-source="post: 2827995" data-attributes="member: 14197"><p>Since the last thread I had going was fried in the recent outage, I would like to start this again, begging my enworld mates to repost what they already posted a few weeks ago.</p><p></p><p>This thread is designed to get a birds-eye view of the most common house rules that we use in our d20 games. If you are listing a mechanic that isn't obvious or part of an "official" rules variant, some explanation as to what "broken rule" you are trying to fix is helpful, but not necessary. </p><p></p><p>Also if you are changing or removing an existing rule, let's list these too, though this usually requires some explanation why to be helpful to others. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'll start with a few of mine:</p><p></p><p>* <strong>Dodge</strong> is a +1 AC bonus to all opponents, not to just one opponent per round. It makes only a minor difference in actual play and is much easier to manage in-game.</p><p>* <strong>Opposed Diplomacy checks</strong> -- I think this is Rich Burlew mechanic (of Order of the Stick fame). <a href="http://www.giantitp.com/Func0010.html" target="_blank">Located here</a>.</p><p>* <strong>Opposed Tumble</strong> - Monte Cook has a good rule, yet I just can't seem to find the online version. Basically it's d20 + Tumble Skill vs. d20 + Opponents BAB + Dex Modifer. (or maybe just BAB, I can't remember.)</p><p>* <strong>Action Points</strong> - From Unearthed Arcana</p><p>* <strong>Arificer's Handbook</strong> for creation of Magic Items, and I will try to combine it with the Craft Points system.</p><p></p><p>I am starting my new campaign in about two months and I would love to know what is working for some and what existing rules are NOT working for others. I also might use the spellcasting classes from Arcana Evolved, but I am not sure.</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 2827995, member: 14197"] Since the last thread I had going was fried in the recent outage, I would like to start this again, begging my enworld mates to repost what they already posted a few weeks ago. This thread is designed to get a birds-eye view of the most common house rules that we use in our d20 games. If you are listing a mechanic that isn't obvious or part of an "official" rules variant, some explanation as to what "broken rule" you are trying to fix is helpful, but not necessary. Also if you are changing or removing an existing rule, let's list these too, though this usually requires some explanation why to be helpful to others. :) I'll start with a few of mine: * [B]Dodge[/B] is a +1 AC bonus to all opponents, not to just one opponent per round. It makes only a minor difference in actual play and is much easier to manage in-game. * [B]Opposed Diplomacy checks[/B] -- I think this is Rich Burlew mechanic (of Order of the Stick fame). [URL=http://www.giantitp.com/Func0010.html]Located here[/URL]. * [B]Opposed Tumble[/B] - Monte Cook has a good rule, yet I just can't seem to find the online version. Basically it's d20 + Tumble Skill vs. d20 + Opponents BAB + Dex Modifer. (or maybe just BAB, I can't remember.) * [B]Action Points[/B] - From Unearthed Arcana * [B]Arificer's Handbook[/B] for creation of Magic Items, and I will try to combine it with the Craft Points system. I am starting my new campaign in about two months and I would love to know what is working for some and what existing rules are NOT working for others. I also might use the spellcasting classes from Arcana Evolved, but I am not sure. [/QUOTE]
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