Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My 25 house rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="aboyd" data-source="post: 4623760" data-attributes="member: 44797"><p>Here are my house rules. I managed to get each one down to just a sentence or two. You'll see a lot of it is based upon topics here @ EnWorld over the last year. I tried to solve the 15-minute workday by giving casters more low-level spells; I tried to beef up fighters at later levels by giving them a few extra feats; I tried to fix the issues with low-light denying sneak attacks.</p><p></p><ol> <li data-xf-list-type="ol">Players get 3 minutes for their turn, regardless of how many characters/critters they have to play, so consider that before going overboard. Anything you cannot get to within the time limit will delay action until the next round.</li> <li data-xf-list-type="ol">I'm ruling falling damage to be bludgeoning damage (or piercing, if falling onto spikes). Thus DR does apply.</li> <li data-xf-list-type="ol">In my game, 24 hours awake = 8 hours forced march. See page 164 of the Player's Handbook.</li> <li data-xf-list-type="ol">Any dimensional portal inside of another does not cause catastrophe, but does stop working. This means a Handy Haversack will not open while inside a Rope Trick spell.</li> <li data-xf-list-type="ol">Characters can perform strenuous activity for as many rounds as they have points of Constitution. In other words, someone with a 14 Con can fight/swim/run as normal for 14 rounds. Once you reach your limit, you are temporarily fatigued. If you keep going, you can hit your limit a 2nd time and become temporarily exhausted. These temporary conditions can be reduced (from exhausted to fatigued, or from fatigued to normal) with one minute (10 rounds) of prone rest.</li> <li data-xf-list-type="ol">Regarding <strong>Shield Bash,</strong> you cannot disorient a giant by bashing his toe. Bashes need to hit an area responsible for cognition (the brain) or perception (the eyes for most, ears or sonar for some).</li> <li data-xf-list-type="ol">We do not use the death by massive damage rule (which is, if you take 50+ hit points of damage from a single attack, then you must save or die).</li> <li data-xf-list-type="ol">Quick Draw applies to anything stored in a container made for ready reach. This includes things like scrolls or flasks. The container cannot be concealed.</li> <li data-xf-list-type="ol">Acid flasks, smokesticks, holy water, tanglefoot bags, alchemist's fire, and thunderstones can all be thrown without preparation at full BAB. You'll probably need Quick Draw and a bandoleer to pull 'em out fast enough, though.</li> <li data-xf-list-type="ol">Hiding works like (short-lived) invisibility. A hidden rogue denies the target his Dex Mod to AC (he's flat-footed against the hiding rogue). Thus, a sneak attack is possible. You may try to re-hide after an attack, but it's at -20. See page 76 of the Player's Handbook.</li> <li data-xf-list-type="ol">In a surprise round, people are flat-footed until they get a chance to attack. Rogues can sneak attack the flat-footed.</li> <li data-xf-list-type="ol">A bard can only have one song in play at any given time. There are feats in Complete Adventurer & Complete Warrior that allow for songs to be combined.</li> <li data-xf-list-type="ol">For creating magic items, I <a href="http://www.enworld.org/forum/d-d-3rd-edition-rules/243724-character-wealth-confusion-2.html" target="_blank">disallow the cost reduction rule</a>.</li> <li data-xf-list-type="ol">Craft (alchemy) can normally only be used by spellcasters, but if you make something that does not radiate magic and in fact is not magical (such as an acid flask), there is no need to be a spellcaster.</li> <li data-xf-list-type="ol">My game uses <a href="http://www.outshine.com/blog/2008/08/dungeons-dragons-3t-revised-bonus-spells.php" target="_blank">revised bonus spell chart</a> which provides extra low-level spells.</li> <li data-xf-list-type="ol">Wizards and Sorcerers use the Paladin's companion rules for the consequences of the death/dismissal of a familiar. This means no XP loss, but spells have the 30-day attack & damage penalties.</li> <li data-xf-list-type="ol">With Ebon Eyes, a person in an area of shadowy illumination sees as if it were daylight, which removes the miss chance that low-light conditions normally cause in combat.</li> <li data-xf-list-type="ol">Barbarians are born, not made. You can't take a level of barbarian unless your first level was in it.</li> <li data-xf-list-type="ol">As per <a href="http://www.enworld.org/forum/d-d-3rd-edition-rules/243724-character-wealth-confusion.html" target="_blank">this thread</a>, when you create a new character, the most you can spend on any one item is half your gold.</li> <li data-xf-list-type="ol">In my game, the smithing skills (blacksmith, metalworking, armorsmith, weaponsmith) are all rolled into blacksmith.</li> <li data-xf-list-type="ol">When creating a new character, use the 32 point buy method for your stats. HeroForge shows the point buy value as you assign stats, plus there are <a href="http://yellowrex.com/tools/pbcalc.php" target="_blank">online tools</a> to do it also.</li> <li data-xf-list-type="ol">Critical hits do not require confirmation rolls. Things are just deadly. Watch out.</li> <li data-xf-list-type="ol">Fighter bonus feats are awarded at any level that a normal feat is <em>not</em> awarded. (Levels 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19, 20). By level 20, this gives 3 more feats than normal.</li> <li data-xf-list-type="ol">Normally, rogues get special abilities at every level except level 14 and 20. I've decided to fill level 14 with low-light vision, which should help their ability to sneak attack.</li> <li data-xf-list-type="ol">The Dragon Shaman's Fast Healing aura does <em>not</em> auto-stabilize. It's just accelerated natural healing. With natural healing of any speed, if you are bleeding out when you're unconscious, you have to roll a 10% chance to stabilize.</li> </ol><p>I'm thinking about taking Metalworking out of #20. I think it's more for jewelry, although I'm not clear on all their distinctions.</p><p></p><p>I have about 5 or 10 other house rules that I could not boil down to a few words. I might post those later.</p><p></p><p>Let me know if you see any glaring, game-breaking holes. <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></blockquote><p></p>
[QUOTE="aboyd, post: 4623760, member: 44797"] Here are my house rules. I managed to get each one down to just a sentence or two. You'll see a lot of it is based upon topics here @ EnWorld over the last year. I tried to solve the 15-minute workday by giving casters more low-level spells; I tried to beef up fighters at later levels by giving them a few extra feats; I tried to fix the issues with low-light denying sneak attacks. [list=1] [*]Players get 3 minutes for their turn, regardless of how many characters/critters they have to play, so consider that before going overboard. Anything you cannot get to within the time limit will delay action until the next round. [*]I'm ruling falling damage to be bludgeoning damage (or piercing, if falling onto spikes). Thus DR does apply. [*]In my game, 24 hours awake = 8 hours forced march. See page 164 of the Player's Handbook. [*]Any dimensional portal inside of another does not cause catastrophe, but does stop working. This means a Handy Haversack will not open while inside a Rope Trick spell. [*]Characters can perform strenuous activity for as many rounds as they have points of Constitution. In other words, someone with a 14 Con can fight/swim/run as normal for 14 rounds. Once you reach your limit, you are temporarily fatigued. If you keep going, you can hit your limit a 2nd time and become temporarily exhausted. These temporary conditions can be reduced (from exhausted to fatigued, or from fatigued to normal) with one minute (10 rounds) of prone rest. [*]Regarding [b]Shield Bash,[/b] you cannot disorient a giant by bashing his toe. Bashes need to hit an area responsible for cognition (the brain) or perception (the eyes for most, ears or sonar for some). [*]We do not use the death by massive damage rule (which is, if you take 50+ hit points of damage from a single attack, then you must save or die). [*]Quick Draw applies to anything stored in a container made for ready reach. This includes things like scrolls or flasks. The container cannot be concealed. [*]Acid flasks, smokesticks, holy water, tanglefoot bags, alchemist's fire, and thunderstones can all be thrown without preparation at full BAB. You'll probably need Quick Draw and a bandoleer to pull 'em out fast enough, though. [*]Hiding works like (short-lived) invisibility. A hidden rogue denies the target his Dex Mod to AC (he's flat-footed against the hiding rogue). Thus, a sneak attack is possible. You may try to re-hide after an attack, but it's at -20. See page 76 of the Player's Handbook. [*]In a surprise round, people are flat-footed until they get a chance to attack. Rogues can sneak attack the flat-footed. [*]A bard can only have one song in play at any given time. There are feats in Complete Adventurer & Complete Warrior that allow for songs to be combined. [*]For creating magic items, I [url=http://www.enworld.org/forum/d-d-3rd-edition-rules/243724-character-wealth-confusion-2.html]disallow the cost reduction rule[/url]. [*]Craft (alchemy) can normally only be used by spellcasters, but if you make something that does not radiate magic and in fact is not magical (such as an acid flask), there is no need to be a spellcaster. [*]My game uses [url=http://www.outshine.com/blog/2008/08/dungeons-dragons-3t-revised-bonus-spells.php]revised bonus spell chart[/url] which provides extra low-level spells. [*]Wizards and Sorcerers use the Paladin's companion rules for the consequences of the death/dismissal of a familiar. This means no XP loss, but spells have the 30-day attack & damage penalties. [*]With Ebon Eyes, a person in an area of shadowy illumination sees as if it were daylight, which removes the miss chance that low-light conditions normally cause in combat. [*]Barbarians are born, not made. You can't take a level of barbarian unless your first level was in it. [*]As per [url=http://www.enworld.org/forum/d-d-3rd-edition-rules/243724-character-wealth-confusion.html]this thread[/url], when you create a new character, the most you can spend on any one item is half your gold. [*]In my game, the smithing skills (blacksmith, metalworking, armorsmith, weaponsmith) are all rolled into blacksmith. [*]When creating a new character, use the 32 point buy method for your stats. HeroForge shows the point buy value as you assign stats, plus there are [url=http://yellowrex.com/tools/pbcalc.php]online tools[/url] to do it also. [*]Critical hits do not require confirmation rolls. Things are just deadly. Watch out. [*]Fighter bonus feats are awarded at any level that a normal feat is [i]not[/i] awarded. (Levels 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19, 20). By level 20, this gives 3 more feats than normal. [*]Normally, rogues get special abilities at every level except level 14 and 20. I've decided to fill level 14 with low-light vision, which should help their ability to sneak attack. [*]The Dragon Shaman's Fast Healing aura does [i]not[/i] auto-stabilize. It's just accelerated natural healing. With natural healing of any speed, if you are bleeding out when you're unconscious, you have to roll a 10% chance to stabilize. [/list] I'm thinking about taking Metalworking out of #20. I think it's more for jewelry, although I'm not clear on all their distinctions. I have about 5 or 10 other house rules that I could not boil down to a few words. I might post those later. Let me know if you see any glaring, game-breaking holes. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My 25 house rules
Top