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<blockquote data-quote="der_kluge" data-source="post: 2832232" data-attributes="member: 945"><p>My last campaign was a disaster because I had TOO many house rules. It became unmanagable.</p><p></p><p>Of the few houses rules I have in play, the ones that pop in my mind ATM are </p><p></p><p>- Wizards and Sorcerers can forego the familiar in exchange for an arcane Feat of their choice. (this one is very popular)</p><p></p><p>- Whenever the game pauses as a result of confusion over whether a creature could get an attack of opportunity or not, it doesn't. <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=":)" /> I've never mentioned this rule to my players, and since none of us can keep track of when/if/how attacks of opportunity occur EXACTLY, I just use the "group stumped" method of decided then and there that it doesn't. <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>- Max hit points at first level</p><p></p><p>- I use "common sense" rules with regards to multi-classing and PrC advancement. I denied the bard the ability to multi-class to Cloistered Cleric (UA) solely because he wanted to get the <em>identify</em> spell for free. Now, I would have allowed him to add a level of cleric if he were pious, but he wasn't. His character didn't know the first thing about the tenets of his deity.</p><p></p><p></p><p>And of course, I use the <strong>Artificer's Handbook</strong> for item creation. But, no one is interested in item creation, so it doesn't come up very often. I do use it to add quirks to items, and for the potion flavor/color chart. Be aware that if you do use this book, you need to sort of make a decision regarding the multitude of optional rules that are peppered throughout the book. Like, whether to give "scribe scroll" to wizards for free, or to make it a separate feat, and exactly which method of scribing a scroll you want, and the breakpoint level for instability in your world (if you use those rules).</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2832232, member: 945"] My last campaign was a disaster because I had TOO many house rules. It became unmanagable. Of the few houses rules I have in play, the ones that pop in my mind ATM are - Wizards and Sorcerers can forego the familiar in exchange for an arcane Feat of their choice. (this one is very popular) - Whenever the game pauses as a result of confusion over whether a creature could get an attack of opportunity or not, it doesn't. :) I've never mentioned this rule to my players, and since none of us can keep track of when/if/how attacks of opportunity occur EXACTLY, I just use the "group stumped" method of decided then and there that it doesn't. :) - Max hit points at first level - I use "common sense" rules with regards to multi-classing and PrC advancement. I denied the bard the ability to multi-class to Cloistered Cleric (UA) solely because he wanted to get the [i]identify[/i] spell for free. Now, I would have allowed him to add a level of cleric if he were pious, but he wasn't. His character didn't know the first thing about the tenets of his deity. And of course, I use the [b]Artificer's Handbook[/b] for item creation. But, no one is interested in item creation, so it doesn't come up very often. I do use it to add quirks to items, and for the potion flavor/color chart. Be aware that if you do use this book, you need to sort of make a decision regarding the multitude of optional rules that are peppered throughout the book. Like, whether to give "scribe scroll" to wizards for free, or to make it a separate feat, and exactly which method of scribing a scroll you want, and the breakpoint level for instability in your world (if you use those rules). [/QUOTE]
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