My House Rules Reference List

seasong

First Post
This is more a reference for me, but I wouldn't mind commentary, either.

I am building a D&D-based fantasy setting which is internally consistent, while still being fun for my players. For the most part, that means satisfying my own critical demands, rather than the players, who could probably care less about the impact of plant growth on urban populations, or about what the crazy D&D aging rules do to population demographics (much less spells like raise dead).

One of my critical demands is a careful balance between enough house rules to allow me to create an internally consistent world that is still fun, and not stepping over the line of "this no longer looks like D&D".

Yes, yes, for some of you I stepped over that line long ago when I decided to drop the ranger class. It's my line, I'll draw it where I want it ;). But it is there, and so I'm kind of keeping a record here (and possibly discussion, if anyone's interested) of just how many house rules I'm considering, and how well they fit into "still being D&D".

CORE CLASSES

I want, absolutely, no exception, to retain the flavor and general rules of the cleric, fighter, rogue and wizard. I am considering offering extra ability options to rogues, and I may tweak domains for the cleric, but these are the heart of D&D classes, for me.

Of the changes listed below, I think only the Monk and Sorcerer represent real departures from classic D&D. They're good departures, but I recognize them as such. The others, for the most part, are simply attempts by me to stretch the class to cover some additional roles.

Bard: More options - a larger list of bardic music abilities, which the bard can choose from. Classic bard the most common for adventurers, since it covers a spectrum of situations. Since the bard is said to be changing in 3.5, I may wait for that to work on this one. Update: Wow. The new bard is a lot like what I was planning. So I'm really waiting now! I'll probably add a few more song options to the bard, but 3.5 will cut my workload on this down a lot.

Cleric: I was considering changing the cleric to match the priest's spell abilities, but decided not to. The cleric remains unchanged. Update: I'm still considering allowing clerics to choose a domain to spontaneously cast rather than cure spells. We'll see.

Monk: From a flavor perspective, I really don't like the monk. On the other hand, the role the monk plays is a good one. I just have a problem with "every enlightened martial artist on the planet" picking up the ability to fall great distances. So I may drop the monk, or rewrite it entirely as a martial artist with eight or so 10-level paths like Intuition and Fleetness, of which the monk chooses four to advance along. My goal in the latter instance would be to allow a classic monk to be built as well.

Paladin: Summon mount is instantaneous rather than 2 hours per level. Slight reflavoring - Paladins gradually become the incarnate will of Communities, and the mount is a manifest symbol of that Trust.

Ranger: Removed from the game. See the thread for the reasons why, but basically... I like ranger-like roles, but I think the ranger class tries to fulfill too many of them at once, and as a result, fails at all of them. I could write a ranger variant, but pre-existing classes can do the job already.

Sorcerer: Drastic! The wizard may be at the heart of D&D, but the sorcerer is a late comer that overlaps way too much with the wizard's role and archetype. On the other hand, the mechanic of spontaneous casting is nice to have. The result is that I rewrote the sorcerer for a wholly new role, the battle caster.

Flavor Changes: These are non-mechanics changes. Barbarians are redescribed as tapping their animal side for speed and cunning. Druids are redescribed as wilderness hermits. Sorcerers are not born that way, it is just a different way of training (mastery of a few singular spells rather than mastery of magic as an arcane art).

NPC Classes: The introduction of NPC classes in D&D really offered something special. I will be keeping them, and I am planning on the following tweaks:

1. Experts get a Skill Focus feat for free at 3rd level.
2. Adept spell progression is compressed a bit; my demographics have no adepts over 10th, and I'd like to see some adepts who can cast the higher spells.
3. New NPC Class: The priest. Like a cleric, only with a more administrative/holy person/clergical skill set and crappy combat skills.
4. New NPC Class: The holy warrior. Like a warrior, only slightly less buff in combat, and some minor spell casting abilities. A common man's cleric.

Of these, the adept's spell progression is probably the most drastic. Still, I like adepts. It would be nice to make them cool.

SPELLS

At the moment, I'm only considering two changes:

1. Bringing back the dead costs the caster 1,000 XP, and all such spells are 2 levels higher.

2. I'll also be looking at the new edition for revised heal, harm, polymorph and so on. Since these will be official, I can't really call them house rules.

3. I'm using these metamagic feats. Some are slightly revised from the SRD, others are wholly new.

I also plan to have more and better domains, like agricultural blessings (rather than druid-like plant magic), non-combat blessings, court justice (truth, divinations, etc.), and so on. As I think of others, I'll be adding them. And I also intend to expand the spell lists somewhat.

A few other notes on changes from what I now know of 3.5:

1. There will be two haste spells; the new 3.5 one, and the old 3.0 one (with the caveat that it does not allow multiple non-quickened spells to be cast). I'll rename the old one, maybe something like alacritous action.

2. Buff spells will be altered to 10 minutes per level. A 1 min/lvl duration doesn't work well for me.

3. I will probably write up a specialized polymorph spell that allows the caster to become a Tiny animal for an hour per level.

GENERAL HOUSE RULES

Damage Reduction: From what I've seen of the new edition, I'll be going with the new edition.

SETTING RULES

Equipment: I'm revising the equipment lists for the setting's economy, and my own narrow sense of correct weights and stats, given the present technology. I will also be including rules for armor made of bronze, silver, gold, adamantine, etc. This is probably too anal even for me, but it's hard to go back. And as I have time, magic items will be undergoing revision for setting flavor and the setting's economy.

I may be using these armor rules, depending on how much they change the feel of the game. I'm playtesting them a bit with random grand melees, so we'll see how that turns out.

MISCELLANY

Here are the feats. I'll add to that as I have time. I don't really consider this a house rule, anymore than designing a headband of divination for the setting would be a house rule.
 
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Quite a few of the feats were developed for Theralis, and are on that web page. Eventually, I will be making the whole document available, and the feats will be there in all their OGL glory :).

Some of the more interesting ones:

Ambush: Prereq BAB +3 or higher. The character inflicts an additional +1d6 damage to an opponent when the opponent is denied a DEX bonus to AC against the attack and the opponent is unaware of the character. This applies to missile weapons when within 30 feet of the target. This feat may be taken multiple times, and stacks with itself and with the rogue’s sneak attack ability, but requires BAB +3 more for each additional +1d6 (thus, to take this three times would require a total BAB of +9 or higher). Note that this is just like the rogue’s sneak attack ability, but can typically only be used once per encounter. Should the character score a critical hit with an ambush, this extra damage is not multiplied.

Kip Up: Prereq DEX 13+. The character can move from prone to standing as a free action (instead of a move equivalent action), but only on his turn.

Arrow Shield: Prereq DEX 13+, Deflect Missile. The character can use his deflect missile feat to protect an ally; the ally must be within one "step" (usually 5 feet). This counts against the limit of deflections per round.

Cloak Fighting: Prereq DEX 13+. The character knows how to wield a cloak in the off-hand. Once per round, the character gains one attack with the off-hand cloak, which can only be used to disarm. This disarm attempt does not provoke an attack of opportunity, and does not give the opponent a counter disarm attempt. A cloak is considered a large weapon for purposes of disarming rolls.

Cloak Cage: Prereq DEX 13+, Cloak Fighting. Once per round, when an opponent attacks the character with weapon at least one size smaller than the cloak (the cloak counts as large for purposes of disarming), the character gets an attack of opportunity which can only be used to disarm. This counts against the character’s attacks of opportunity for the round, but can only be used once per round. An opponent can take a –4 to hit in order to prevent the use of this feat.

Riposte: Prereq BAB +5 or higher, DEX 13+. The character may choose to forego DEX bonus to AC against an attack, in return for making a simultaneous attack against the opponent; the opponent loses his DEX bonus to AC against this attack. This counts against the character’s attacks of opportunity per round.

Shield Wall (Spear Friend): Prereq tower shield proficiency. The character is skilled at making openings in the shield wall at just the right moments. The enemy only receives 25% cover (+2 AC) against the spearmen (instead of the normal 50% cover). The spearmen still receive the normal 75% cover from the tower shield.

Shield Wall (Tight Formation): Prereq tower shield proficiency. If the character and both adjacent shield guards possess this feat, he receives total cover from his tower shield while in formation (instead of the normal 75% cover). The shield can still be attacked and damaged, but the character is completely hidden behind it. Movement is restricted to 5 feet per round, due to restricted visibility. A solid wall on one side counts as a shieldmate with this feat, but walls on both sides negates this feat. People behind the character (such as spear soldiers) still only receive 75% cover.

Weapon Art: Prereq 1st level or higher monk, Weapon Finesse in the chosen weapon. This feat may only be taken by monks. Each time this feat is chosen, it applies to one weapon (which must have weapon finesse). This allows the monk to use his improved attacks per round and flurry of blows ability with the chosen weapon.

Two Fisted Crossbows: The character can use a pair of crossbows simultaneously; The character's penalties for fighting with two crossbows are reduced by 2.

Identify: Prereq Appraise (Magic) 4+. The character is knowledgeable about enchantments and enchanted items, and is a virtual storehouse of trivial details about such rare and wondrous things, and how to discover their nature. Treat as the ability to cast identify using the appraise skill. Identifying an item takes one hour per attempt, and is at DC 15. Using this ability requires 100 GP worth of materials to test the item with; these materials are used up in the process.

Analyze Dweomer: Prereq Appraise (Magic) 9+, Identify feat. The character has developed her knowledge of enchantments to the point of almost mystical insight. Treat as the ability to cast analyze dweomer using the appraise skill. Analyzing an item takes one hour per attempt, and is at DC 10 + the caster level of the spell. Using this ability requires a lens worth at least 1,500 GP.

Lightfoot: Prereq DEX 11+, plus +1 DEX per extra time this feat is taken. The character's weight is effectively halved when walking at her base movement rate. This may be taken multiple times, and the effects stack, so long as the character has the required DEX. This feat does not halve the weight of clothing or equipment.

-- Special: Each halving of weight increases the DC to track the character or detect the character with tremorsense by +5 (to a maximum of +20 DC, negated if walking through thick underbrush). Each halving of weight gives a +2 circumstance bonus to climbing rolls. At 1/4th weight, the character can walk on soft snow as if she had snow shoes. At 1/8th weight, the character can walk on water (DEX check to keep footing at DC 15 for calm water, DC 30 for very choppy water or whitewater rapids). At 1/64th weight, the character can walk on heavy smoke and thick (pea soup) fogs. At 1/256th weight, the character can walk on clouds and wind (DEX check to keep footing at DC 10 for a breeze, +10 DC per increase in wind: breeze, windy, gusty, forceful, gale).

Mule: The character’s carrying capacity is 50% greater than indicated by his STR. This does not affect his ability to lift individual objects, or what he can lift over his head. This only affects the encumbrance values.

Mystic Scent: Prereq fey or rakshasa. You can smell magic. This gives the character a new class skill, Scent Magic (WIS, Exclusive Skill), which allows the character to spot arcane magic use (with the same penalties for range as for a Listen check) without requiring line of sight; on a success, the character knows the direction and rough distance (as determined by the penalty for distance). In addition, when first coming within 5 ft of an arcane spell caster, a Scent Magic check at DC 15 will let the character realize the person is a caster. This ability can not sense divine magic.

Natural Spells: Prereq INT 13+, Spellcraft 2+ ranks. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the wizard spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally.

Blessed: Prereq WIS 15+ and devotion to a god. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the cleric basic spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally. This is subject to the same limitations as a cleric or priest's spell abilities - if the character does something which requires atonement, these abilities are lost until the character has atoned.

Nature's Touch: Prereq WIS 15+, Wilderness Lore 4+, must spend majority of time in the wilderness. Each time the character takes this feat, he may master a spell-like ability which he can use once per day. The first time he takes the feat, the spell-like ability is one level-0 spell from the druid basic spell list; each time thereafter, he may learn a spell one level higher. Instead of learning a higher level spell, he may choose to increase the number of times per day for an earlier spell to 5/day. If the character has already done that, he may increase a 5/day spell-like ability to at will. In all cases, the spell-like ability takes as much time to use as if the character were casting it (usually a standard action). If the spell has a material component which costs more than 1 GP, or an XP cost, the character must provide the component or XP normally. This is subject to the same limitations as a druid's spell abilities - if the character does something which requires atonement, these abilities are lost until the character has atoned.

Fasting: The character is trained in the art of fasting. Each day the character goes without food, he makes a Will save against a DC of 10, +1 per day after the first. On a failure, the character loses –1 STR, DEX and CON; this is temporary damage, but can not be recovered until the character has stopped fasting. There is no other effect of the fasting, and as long as the character makes the saves, there is no effect at all.

-- Special: Without this feat a character can attempt meditation, sleeping, etc., to fast, but without training the DC is +10 higher, or only +5 higher if someone with the Fasting feat is helping.

Attuned to Nature: Prereq Wilderness Lore 3+. The character has developed a deep-rooted connection to the natural world. This manifests as a subtle sense about any natural region the character is presently in - in general, this allows Spot checks to feel the "presence" of an abomination in the region, animal fright (and rough direction), where watering holes are, the general composition of the plant life, and so on. If the character also has Animaly Empathy 3+, animals will tend to treat the character as a natural part of the environment, although this in no way affects the character's companions. Predators may still hunt the character, depending on whether or not the character looks vulnerable.
 
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Natural Cantrips: Choose a level-0 spell (from an arcane spell list). The character may use this as a spell-like ability; this is a free action, but only one per round may be cast.

Um, what? Any character can take a feat that, with no prereqs, allows him or her to cast a cantrip every round as a free action? Woah! :eek:

I would think it would be as a standard action, and only x times per day at that. To take the most blatent abuse, how about Cure Minor Wounds? ;)

[EDIT] Ok, so no divine cantrips, but still, even ray of frost every single round for a rogue is pretty nasty. :p [/EDIT]
 
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Note: ray of frost is an attack. An attack is an attack. The "casting of the spell" aspect would be a free action, sure, but if the rogue wants to get sneak attack damage out of it, I would require an attack action.

I might write something to that effect into the feat.
 

seasong said:
Note: ray of frost is an attack. An attack is an attack. The "casting of the spell" aspect would be a free action, sure, but if the rogue wants to get sneak attack damage out of it, I would require an attack action.

I might write something to that effect into the feat.

Well that's pretty freaky. ;) So "light" is a free action, but "ray of frost" isn't? Usually, casting a spell is casting a spell, regardless of the effects, and trying to determine what is an "attack" and what isn't to determine how long it takes would be pretty funky, IMHO.
 

Love the feats!

Natural Cantrips: I would make it like the gnome special ability, have it require at least 10 Int (or 10 Cha) and make arcane spell failure apply. I would also set it to 3/day or 1/day as taking this feat with light is essentially giving yourself the benefits of a continual flame spell which is only activated when you want.

Ambush: does this feat apply if someone drinks an invisibility potion? What about if someone is wearing a ring of blinking? Based on what you wrote Im inclined to say yes to invis, no to blinking.

Riposte: is the reflex save the opposed attack roll? I think Michael Morris has a Riposte feat on his Dusk website, but it is linked to the dodge feat (I think if the character you choose to dodge misses an attack against you, you get an AoO...something like that).

Weapon Art: this feat mentions a class called "martial artist". Is that just what monks are called in your campaign...or is there something else going on? :)

Identify and Analyze Dweomer: nice feats! Handy for the wizard at the shop who IDs things all day ;)

Lightfoot: I think the prereq should be Dex not Wis (prolly typo). I find it interesting that anyone can take this feat (not restricted to a certain race, although the dex mod starts becoming an issue). Seems really worthwhile to keep taking it, and especially nice if you can swing it to apply to teleport weight maxes.

Mystic Scent: Is there no pre-req to this feat? Seems like it might be race or region specific, or perhaps just a property of your world?

Fasting is a cool feat. I was wondering what the DC would be for someone without fasting to try and fast? Also after a certain number of days without food people tend to be more in tune spiritually, perhaps some sort of mental bonus after a few days? Of course, I also think the DCs should be changed to Wis or Cha checks as it is only so much easier for a 20th level cleric to fast than a 1st level cleric.

Attuned to Nature: nice feat. Its sort of ambiguous as to what you can really do with it, but of course theres nothing wrong with that. Seems like a shoe-in for a ranger or a druid. It will be interesting to see how close the 3.5 ranger ability Wilderness Empathy (or something like that) comes to your ability.

Overall, some very nice feats.

Technik
 

Technik4 said:
Natural Cantrips: I would make it like the gnome special ability, have it require at least 10 Int (or 10 Cha) and make arcane spell failure apply. I would also set it to 3/day or 1/day as taking this feat with light is essentially giving yourself the benefits of a continual flame spell which is only activated when you want.
Not a bad idea. I'm still working on these, obviously :).

Another possibility is making it a standard action, limiting it to 5/day, and similar things.
Ambush: does this feat apply if someone drinks an invisibility potion? What about if someone is wearing a ring of blinking? Based on what you wrote Im inclined to say yes to invis, no to blinking.
It would be up to the individual GM, but I'd rule that being invisible gave you one attack with the Ambush damage; after that, the opponent may see you, but he knows you're there.
Riposte: is the reflex save the opposed attack roll? I think Michael Morris has a Riposte feat on his Dusk website, but it is linked to the dodge feat (I think if the character you choose to dodge misses an attack against you, you get an AoO...something like that).
No. That's probably not very clearly written, and I might just get rid of the Reflex save entirely. Basically, you drop your own DEX bonus to AC to get an attack of opportunity; the opponent does not get their DEX bonus to AC against this AoO. The Reflex save complicates things in order to give the opponent an opportunity to keep their DEX bonus.
Weapon Art: this feat mentions a class called "martial artist". Is that just what monks are called in your campaign...or is there something else going on? :)
That's what the monk is called. The monk may or may not stay in the setting - if they get dropped, this feat will go with them.
Identify and Analyze Dweomer: nice feats! Handy for the wizard at the shop who IDs things all day ;)
:)
Lightfoot: I think the prereq should be Dex not Wis (prolly typo). I find it interesting that anyone can take this feat (not restricted to a certain race, although the dex mod starts becoming an issue). Seems really worthwhile to keep taking it, and especially nice if you can swing it to apply to teleport weight maxes.
Yes, I meant DEX. Typing too fast :).
Mystic Scent: Is there no pre-req to this feat? Seems like it might be race or region specific, or perhaps just a property of your world?
Ah, yeah, I just pulled them with no respect for categories. Some native-magic races can take that one. I may expand it to everyone, but for now it's limited to fey and rakshasa.
Fasting is a cool feat. I was wondering what the DC would be for someone without fasting to try and fast? Also after a certain number of days without food people tend to be more in tune spiritually, perhaps some sort of mental bonus after a few days? Of course, I also think the DCs should be changed to Wis or Cha checks as it is only so much easier for a 20th level cleric to fast than a 1st level cleric.
Without the feat, it's called starvation :). I would probably rule that if you have someone with the feat showing you how to do it, add +10 DC and go for it.

And I disagree about the 20th level vs 1st level cleric. This feat is not wholly mundane - in part it taps your inner fortitude, and that's Will saves, not just WIS.
Attuned to Nature: nice feat. Its sort of ambiguous as to what you can really do with it, but of course theres nothing wrong with that. Seems like a shoe-in for a ranger or a druid. It will be interesting to see how close the 3.5 ranger ability Wilderness Empathy (or something like that) comes to your ability.
Druids get some abilities like this already at the mid to high levels. It's really intended for experts and rogues who want to fill the ranger shoes.
 


Riposte: to me, this feat's name sounds like it should be a feat for fast, nimble fighters. As written, it's one for tanks (if I have no Dex bonus, this feat gives me a free extra attack per round at absolutely no penalty).

I'd consider adding a Dex minimum (13+?) to represent the speed and balance required to make such an attack.
 

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