Most common house rules?


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Let's see what I can recall off-hand...

Disabled/Dying/Dead rules stolen from Arcana Unearthed ("Disabled" from 0 to negative Con bonus hp, dead at negative Con hp).

Spell Focus is still +2 to DC, no Greater Spell Focus.

Psionics use rules from Mindscapes, notably psionic combat, power scaling and PP/level (This will likely change when I get the Expanded Psionics Handbook).

Tracking is possible without the feat, but at -5.

The Lesser rod of Quickening costs 20,000 gp.

I'm considering reverting wildshape to the Masters of the Wild version as well, but as the party currently doesn't have a druid I haven't decided yet.
 

I use a lot of house rules. Most of it is a mix between 3.0 and 3.5. For starters.


-Keen, Imp. Crit, ect. stack
-Vorpal only works on a 20 but is a +4 enhancement.
-Know(Planes) is a class skill for all the players and they can use it untrained (all are from Sigil)
-Fireball effects 33,000 cubic feet, and lightning bolt rebounds
-Action Points
-For some games (depending on the players) there are no move or standard actions, both are half-actions
 


lyonstudio said:
Yes, the concept of the sorcerer goes against requiring them to use material components in my opinion.

Not more than any other component in my opinion.

I kinda like letting sorcerers perform hazardous uncontrolled outbursts if they want to cast spells like the did when they were young and developing thier powers. No components, No control.
 

Lets see...

In my campaign we use roving class skills (when a character is created they chose their class skills instead of them being preset)

Weapons finesse is a rule not a feat

Dodge provides a general +1 Dodge to AC instead of against a single opponent.
 

Stroun Campaign House Rules

Hi all-
We have several house rules, but the most noticeable ones are Spell DC saving throws. We believe that All Spell DC's should be 15. 10 is just too low. So from this all base DC 10 Save are now DC 15. All base 15 saves are now Base 18. This makes things a little harder for lower level pc's but I found that things were just way too easy for our last higher level PC's.
Next is Initiative. We roll Int. every 3 rounds. 1, 4, 7 etc... Also all multiple attacks are at -2 to the Int. So if you have multiple attacks, your first attack is on your roll and then your subsequent is at -2, and so forth. If you are hasted, then your hasted attack is the 2nd attack at -2 Int, but at the highest attack bonus.
Gnome is of course still an Illusionist but Bard is acceptable as well for favored class. Not that I've had anybody play any of the three.

I've also created an Ultimate PHB 3.5. I cut my PHB and inserted the Classes, Eq, skills, feats, and spells from Kalamar Players Guide, AEG Mercenaries, Fantasy Flight Games Spells & Spell craft, as well as Dragon Mag 310+ - all the ones with the additional classes. I then took my PHB to Kinko's and had them copy the front cover and put a clear cover on it and velo bound it (it's got little spines that hold the pages, and only the pages for it's spine). It opens nicely, and easily readable. It has all the information that we use often, and allows some variation. With chapter tabs and customized dividing pages (for the additonal classes from KPG, MERC, etc..) it makes it very easy to use and comes in around 700+ pages. Kinko's told me that I'd have to remove the Magic and Spells section to add anything new. Which I've been inclined to do, as there are so many new spells from Magic of Faerun and such that are worthwhile.
 

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