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My House Rules

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Nar's House Rules

Character Creation

Rolling System: roll 2d20 for each stat, use the higher number, assign IN ORDER starting with STR. Roll 2 complete sets and pick whichever you prefer. REROLL ANYTHING UNDER AN 8! :)

Starting HP's: All characters start out automatically max'ing their first HD, racial or not. If they have an ECL that means their 1st level of racial HD is maxed and NOT their first class level HD.

Racial ECL: Races that have an ECL of +1 or higher will substitute a racial level of the appopriate type for each "+". For instance... a Goliath character (ECL+1) starting at 1st level would have NO class levels and ONE level of monstrous humanoid.(See Monster Manual III, gloassary) Races with an ECL are still allowed the extra benefits starting off in 1st level in their first class when they do start taking class levels.

Character Classes:

FEATS: Listed Class Feats or Bonus feats can be substituted with another feat of your choosing IF I APPROVE OF IT first and its reasonable to think you've had the opportunity to learn that feat.

Weapon Specialization: I allow any martial class to specialize not just fighters BUT ONLY if they took a martial class at 1st level.

Fighters: Automatically gain proficiency with an exotic weapon of their choice IF they take the fighter class at 1st level.

Wizards: I do not require Wizards to use Spell Components IF they take the Wizard class at 1st level. (But if they do I will make the spell effects slightly better) It is simply too much to demand most players to keep track of if they really want to play a wizard.
I still require components and XP penalties for creation of magic items or arcane rituals!

Multiclassing: Typically characters may only multiclass into another class that MAKES SENSE to progress into. In other words... a fighter will not later multiclass into a barbarian although a barbarian could later multiclass into a fighter... A cleric will not multiclass into an arcane spellcaster UNLESS they loose their faith. Of course, anything is possible based on the right roleplaying.

Psionics: NO!

Incarnum magic-users: NO!

Unearthed Arcana Flaws/Advantages: By all means flawed characters are more interesting.

Combat: I prefer to make combat a little more random and deadly.

Called Shot: = Critical Hit. Called Shots can only be attempted with a ranged attack or a character with the Sneak Attack class ability.

Flat Footed + Sneak Attack: -2 to hit limbs, -4 to hit hands, -6 to hit head (or object) -8 to hit eyes or throat.

Sneak Attack: -3 to hit limbs, -5 to hit hands, -7 to hit head (or object) -9 to hit eyes or throat.

Flat Footed: -4 to hit limbs, -6 to hit hands, -8 to hit head (or object), -10 to hit eyes or throat.

Massive Damage: = taking more DMG then half your total HP in one hit...doesn't matter how few HP you had to begin with. Also, a higher level character (or an older monster) has a higher chance of killing someone because of their experience in combat.

Std. Save vs. Massive Damage = DMG dealt +1/2 character level or 1/2 HD of attacker whichever is higher. Failure to save vs. massive dmg results in one of three things... death from shock + bloodloss (failing the save by -10), incapacitation from shock + bloodloss (failing the save by -5), or just shock. A character in shock can do nothing but a 5ft step and a minor action, each round, until they make the save. Anyone in shock will suffer bloodloss (internal or otherwise) at twice the normal rate...

Power Attack: This feat allows you to break bones with a bludgeoning weapon, impale with a peircing weapon or cut to the bone with a slashing weapon on a successful hit. YOU MUST HAVE A BAB of +5 and -5 FROM EACH ATTACK to receive this benefit.

Roll D20 to determine which body part. 1-3 Right Arm (cannot use weapon), 4-6 Left Arm (cannot use weapon), 7-9 Right Leg (half move), 10-12, Left Leg (half move), 13 Right hand (cannot hold item), 14 Left Hand (cannot hold item), 15-16 Gut (-1D3 Con) 17-18 Ribs (Punctured Lung, -1D6 Con) 20 Skull (Roll save vs. massive damage)

Critical Hits: NO confirmation role required. I use a chart for crits.

Fumbles: Nat 1 = auto fumble. I use a chart for fumbles.

Instant Kills: Critical Hit + Nat 20 = Instant Kill

Equipment:
-Generally any item 5lbs or less is a Small item.
-Generally any item over 5lbs is a Medium item.
-Generally any item over 10lbs is a Large item.

-Standard Backpacks will hold 8 small items, 4 medium items, or 2 large items or a total weight of 40lbs internally. You can strap an additional 20lbs externally.

-Coins are heavy! 30coins per #. 30coins per belt-pouch. 300coins per sack or small chest. 1000coins per large chest.

-If your character is carrying more then a 100lbs worth of stuff... chances are they will need a pack horse...

Helmets: ARE NOT included with armor. I say this because armor listed DOES NOT penalize Spot and Listen which it would if it included a helmet...

Open Faced Helms: -2 Listen, -2 Spot, 20% Fortification vs. Crits to head. (does not stack)

Closed Faced Helms: -4 Listen, -4 Spot, 40% Fortification vs. Crits to head. (does not stack)

3gp Open Helmet (leather) 2lbs Hardness: 3 /Hit Points: 2 /Spell Fail:10%

6gp Open Helmet (reinforced) 3lbs Hardness: 5 /Hit Points: 5 /Spell Fail:
10%

10gp Open Helmet (metal) 5lbs Hardness:10 /Hit Points:10 /Spell Fail: 10%

12gp Closed Helmet (reinforced) 5lbs Hardness: 5 /Hit Points: 10 /Spell Fail: 20%

20gp Closed Helmet (metal) 8lbs, Hardness: 10 /Hit Points: 20 /Spell Fail: 20%

Weapons:

Slashing/Piercing Melee Weapons: If you get hit with these melee weapons you will loose -1hp per round from blood loss, FOR EACH hit... (wounding weapons increase this to -5hp per round per hit... think anime style blood-sprays *grin* ) On a critical hit with a piercing weapon you will impale. With a slashing weapon you will cut to the bone.

Arrows/Small-Sized Thrown-Weapons: If you get hit with an arrow it is stuck in your flesh until you pull it out! -1 to all checks FOR EACH arrow you have in your body. Pulling an arrow out deals 1hp of damage and you will suffer -1hp per round from blood loss after that. Removal of an arrow is a move-action.

Thrown Spears/Javelins: Thrown spears or javelins are assumed to merely graze you unless they score a critical hit then they impale you. Same bloodloss effects as a handheld specific weapon.

Bludgeoning Weapons: Blows from a bludgeoning weapon will break bones on a critical hit.
 
 

 
 
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Rolling System: roll 2d20 for each stat, use the higher number, assign IN ORDER starting with STR. Roll 2 complete sets and pick whichever you prefer.

This leaves you, with a 5% chance of having an essentially unplayable character (one or more ability scores at a level of 4 or lower). It would have been 22%, but you generously let players make two sets of rolls.
 

Were you looking for some sort of feedback?
What else, I suppose. And on that note. . .

Rolling System: roll 2d20 for each stat, use the higher number, assign IN ORDER starting with STR. Roll 2 complete sets and pick whichever you prefer.
You really want 1-20? OK. Well then, why not. Could be you'll end up with characters with animal intelligence (and the worse end of, for that matter) but hey, it's your campaign. :)

Starting HP's: All characters start out automatically max'ing their first HD, racial or not. If they have an ECL that means their 1st level of racial HD is maxed and NOT their first class level HD.
This is how the RAW work, if I'm not mistaken.

Racial ECL: Races that have an ECL of +1 or higher will substitute a racial level of the appopriate type for each "+". For instance... a Goliath character (ECL+1) starting at 1st level would have NO class levels and ONE level of monstrous humanoid.(See Monster Manual III, gloassary) Races with an ECL are still allowed the extra benefits starting off in 1st level in their first class when they do start taking class levels.
This is an area I'm usually best off simply saying 'whatever works' or something, because (like every other DM and his dog) I have a pretty strong opinion on how it should be done. . . and how it shouldn't. By the way though, this is not the worst variant I've seen. Not by far!

FEATS: Listed Class Feats or Bonus feats can be substituted with another feat of your choosing IF I APPROVE OF IT first and its reasonable to think you've had the opportunity to learn that feat.]
Perfectly reasonable. DMs the world over could learn from this example.

Weapon Specialization: I allow any martial class to specialize not just fighters BUT ONLY if they took a martial class at 1st level.
Not sure I like this - Fighters need more help, not less, IMO - but it's probably not going to shatter the entire backbone of 3e.

Fighters: Automatically gain proficiency with an exotic weapon of their choice IF they take the fighter class at 1st level.
Well, that's something I suppose. :\

Wizards: I do not require Wizards to use Spell Components IF they take the Wizard class at 1st level. (But if they do I will make the spell effects slightly better) It is simply too much to demand most players to keep track of if they really want to play a wizard.

I still require components and XP penalties for creation of magic items or arcane rituals!
A spell component pouch should contain enough of your basics to fuel a whole crapload of spells. Maybe they can add stuff to it here and there, 'off camera'? And I would recommend not writing off the more expensive components. Perhaps just give your casters Eschew Materials, if you really must? Personally, I think Sorcerers are well suited to having that feat for free (and in need of some help too, what's more,) but not Wizards. YMMV.

Multiclassing: Typically characters may only multiclass into another class that MAKES SENSE to progress into. In other words... a fighter will not later multiclass into a barbarian although a barbarian could later multiclass into a fighter... A cleric will not multiclass into an arcane spellcaster UNLESS they loose their faith. Of course, anything is possible based on the right roleplaying.
Sounds completely logical to me. As long as the DM and the players are reasonable about it all, should be fine.

Psionics: NO!

Incarnum magic-users: NO!
*shrug* Shouldn't make any major difference to most campaigns anyhow. It's not like they're 'essential' in any way (that I can think of.)

Unearthed Arcana Flaws/Advantages: By all means flawed characters are more interesting.
I'd be a bit careful, but I believe that book itself warns DMs about the inherent munchiness dangers. If every PC must have one (and only one) flaw, for example, it could be a fairly balanced addon. With caution as a watchword, even so.

Combat: I prefer to make combat a little more random and deadly.

---snip---

Massive Damage: = taking more DMG then half your total HP in one hit...doesn't matter how few HP you had to begin with. Also, a higher level character (or an older monster) has a higher chance of killing someone because of their experience in combat. Std. Save vs. Massive Damage = DMG dealt +1/2 character level or 1/2 HD whichever is higher. Failure to save vs. massive dmg results in one of three things... death from shock + bloodloss (failing the save by -10), incapacitation from shock + bloodloss (failing the save by -5), or just shock. A character in shock can do nothing but a 5ft step and a minor action, each round, until they make the save. Anyone in shock will suffer bloodloss (internal or otherwise) at twice the normal rate...
I like the first bit - MD save at half HP damage - but the higher level character/monster stuff, well, basically higher level beings are dealing more damage anyway, so why bother? The rest, I don't know. Might work OK.

Power Attack: This feat allows you to break bones with a bludgeoning weapon, impale with a peircing weapon or cut to the bone with a slashing weapon on a successful hit.

Roll D20 to determine which body part. 1-3 Right Arm (cannot use weapon), 4-6 Left Arm (cannot use weapon), 7-9 Right Leg (half move), 10-12, Left Leg (half move), 13 Right hand (cannot hold item), 14 Left Hand (cannot hold item), 15-16 Gut (-1D3 Con) 17-18 Ribs (Punctured Lung, -1D6 Con) 20 Skull (Roll save vs. massive damage)
Hm. Don't like this at all. It's a very restrictive state of affairs: if you have that single feat - Power Attack - you rock; if you don't, you suck. May as well just build it into the combat system, or give everyone the 'feat' for free, which is more or less the same thing, I guess.

Critical Hits: NO confirmation role required. I use a chart for crits.

Fumbles: Nat 1 = auto fumble. I use a chart for fumbles.

Instant Kills: Critical Hit + Nat 20 = Instant Kill
Very random. This will favour the enemies (NPCs, monsters, etc.) sooner or later. Statistically, that is. Whether that's a good or bad thing, is up to you and yours to figure out.

Equipment:
-Generally any item 5lbs or less is a Small item.
-Generally any item over 5lbs is a Medium item.
-Generally any item over 10lbs is a Large item.

-Standard Backpacks will hold 8 small items, 4 medium items, or 2 large items or a total weight of 40lbs internally. You can strap an additional 20lbs externally.

-Coins are heavy! 30coins per #. 30coins per belt-pouch. 300coins per sack or small chest. 1000coins per large chest.

-If your character is carrying more then a 100lbs worth of stuff... chances are they will need a pack horse...
Sure, some variation on this is a good thing, IMO. Just a matter of tweaking the numbers so it all works.

Helmets: ARE NOT included with armor.

Open Faced Helms: -2 Listen, -2 Spot, 20% Fortification vs. Crits to head. (does not stack)

Closed Faced Helms: -4 Listen, -4 Spot, 40% Fortification vs. Crits to head. (does not stack)

3gp Open Helmet (leather) 2lbs Hardness: 3 /Hit Points: 2 /Spell Fail:10%

6gp Open Helmet (reinforced) 3lbs Hardness: 5 /Hit Points: 5 /Spell Fail:
10%

10gp Open Helmet (metal) 5lbs Hardness:10 /Hit Points:10 /Spell Fail: 10%

12gp Closed Helmet (reinforced) 5lbs Hardness: 5 /Hit Points: 10 /Spell Fail: 20%

20gp Closed Helmet (metal) 8lbs, Hardness: 10 /Hit Points: 20 /Spell Fail: 20%
Well, historically, yeah they are included. In general, at least. Reason being, getting hit in the head is not considered much fun by anyone other than the rather specifically insane.

If it's just an extra GP cost at the start, then hey, you could simply include helmets (as per the RAW, in some cases) and give them less money. . . But again, what appeals to your group is the main thing.

Weapons:

Slashing/Piercing Melee Weapons: If you get hit with these melee weapons you will loose -1hp per round from blood loss, FOR EACH hit... (wounding weapons increase this to -5hp per round per hit... think anime style blood-sprays *grin* ) On a critical hit with a piercing weapon you will impale. With a slashing weapon you will cut to the bone.

Arrows/Small-Sized Thrown-Weapons: If you get hit with an arrow it is stuck in your flesh until you pull it out! -1 to all checks FOR EACH arrow you have in your body. Pulling an arrow out deals 1hp of damage and you will suffer -1hp per round from blood loss after that. Removal of an arrow is a move-action.

Thrown Spears/Javelins: Thrown spears or javelins are assumed to merely graze you unless they score a critical hit then they impale you. Same bloodloss effects as a handheld specific weapon.

Bludgeoning Weapons: Blows from a bludgeoning weapon will break bones on a critical hit.
Fair enough. Except that spears and javelins have been shafted. So to speak. :p

That is to say, they are actually just as deadly as bows, and you can (in fact, you are quite likely to) end up with one stuck in you if it gets hurled hard at you. Same rules as for arrows, perhaps? Or whatever else. But something, surely.

That's my - very brief! - assessment for now.
 


This leaves you, with a 5% chance of having an essentially unplayable character (one or more ability scores at a level of 4 or lower). It would have been 22%, but you generously let players make two sets of rolls.

What else, I suppose. And on that note. . .

You really want 1-20? OK. Well then, why not. Could be you'll end up with characters with animal intelligence (and the worse end of, for that matter) but hey, it's your campaign. :)

Oops I forgot to say that reroll anything under an 8 lol

As for Power Attack, I will change it to say that you must have a BAB of +5 and -5 from attacks to be able break to bones/impale/cut-to-the-bone.

Power Attack is supposed to be the equivalent of a Called Shot except that Called Shots can only be done with ranged weapons, or classes with Sneak Attack.

The reason I said that fighters should be able to get an Exotic Wpn at first level is because so many damn weapons in D&D are considered exotic. It is kind of of rediculous so I think fighters should have been able to pick up something early on and learned to use it well enough that they can treat it like a martial weapon.

I didn't use Eschew Materials because I don't want PC's multiclassing into wizards later thinking they can equal the spellcasting skills of another PC that took Wizard at 1st level. I want to reward PC's that take on the challenge of being a Wizard right away.

Spears and Javelins are kind of shafted it's true. I wanted them to be able to stick into someone like an arrow but honestly having a 6# object thrown at you with a STR modifier is going to do a lot more damage then an 3 ounce arrow. If I said they had the same effect as arrows they would really be shafted. At least this way the impaling effect will happen if you use a Called Shot or Power Attack or if you roll a Critical Hit so that should still happen fairly often.
 


Only a couple comments here.

Helmets: All armors include helms; since they have no in-game effect, they're just not noted. It's perfectly reasonable to attach penalties to certain types of armor, or rule that you can use different helms with different types of armor. If you go the latter route, though, players using a leather helm with plate mail (for example) should be especially vulnerable in battle, since enemies will notice an obvious weak point and target it.

Containers: If you're interested in a slightly more elaborate system, you can check this out.
 

You could houserule that ACP applies to Listen and Spot, or maybe ACP/2 or something.

Though if you go that route and want to preserve balance I'd probably provide some extra.
 

Nar's House Rules

Character Creation

Rolling System: roll 2d20 for each stat, use the higher number, assign IN ORDER starting with STR. Roll 2 complete sets and pick whichever you prefer. REROLL ANYTHING UNDER AN 8! :)
6+2d6 would give you a minimum of 8 and a max of 18 before racial modifier.


Character Classes:

FEATS: Listed Class Feats or Bonus feats can be substituted with another feat of your choosing IF I APPROVE OF IT first and its reasonable to think you've had the opportunity to learn that feat.

Weapon Specialization: I allow any martial class to specialize not just fighters BUT ONLY if they took a martial class at 1st level.

Fighters: Automatically gain proficiency with an exotic weapon of their choice IF they take the fighter class at 1st level.

Wizards: I do not require Wizards to use Spell Components IF they take the Wizard class at 1st level. (But if they do I will make the spell effects slightly better) It is simply too much to demand most players to keep track of if they really want to play a wizard.
I still require components and XP penalties for creation of magic items or arcane rituals!
Others can echoed my sentiments on this

Multiclassing: Typically characters may only multiclass into another class that MAKES SENSE to progress into. In other words... a fighter will not later multiclass into a barbarian although a barbarian could later multiclass into a fighter... A cleric will not multiclass into an arcane spellcaster UNLESS they loose their faith. Of course, anything is possible based on the right roleplaying.
These only restrict the players, and I can see no reason for denying them, but as long as your players are not complaining about it.......

Psionics: NO!

Incarnum magic-users: NO!
"No", is not telling me much so I can't really say anything.



Combat: I prefer to make combat a little more random and deadly.

Called Shot: = Critical Hit. Called Shots can only be attempted with a ranged attack or a character with the Sneak Attack class ability.

Flat Footed + Sneak Attack: -2 to hit limbs, -4 to hit hands, -6 to hit head (or object) -8 to hit eyes or throat.

Sneak Attack: -3 to hit limbs, -5 to hit hands, -7 to hit head (or object) -9 to hit eyes or throat.

Flat Footed: -4 to hit limbs, -6 to hit hands, -8 to hit head (or object), -10 to hit eyes or throat.
I have never seen this turn out well in the end

Massive Damage: = taking more DMG then half your total HP in one hit...doesn't matter how few HP you had to begin with. Also, a higher level character (or an older monster) has a higher chance of killing someone because of their experience in combat.
I never liked that rule due to the ability of high level monsters/players to do a lot of combat.


Std. Save vs. Massive Damage = DMG dealt +1/2 character level or 1/2 HD of attacker whichever is higher. Failure to save vs. massive dmg results in one of three things... death from shock + bloodloss (failing the save by -10), incapacitation from shock + bloodloss (failing the save by -5), or just shock. A character in shock can do nothing but a 5ft step and a minor action, each round, until they make the save. Anyone in shock will suffer bloodloss (internal or otherwise) at twice the normal rate...

Power Attack: This feat allows you to break bones with a bludgeoning weapon, impale with a peircing weapon or cut to the bone with a slashing weapon on a successful hit. YOU MUST HAVE A BAB of +5 and -5 FROM EACH ATTACK to receive this benefit.

Roll D20 to determine which body part. 1-3 Right Arm (cannot use weapon), 4-6 Left Arm (cannot use weapon), 7-9 Right Leg (half move), 10-12, Left Leg (half move), 13 Right hand (cannot hold item), 14 Left Hand (cannot hold item), 15-16 Gut (-1D3 Con) 17-18 Ribs (Punctured Lung, -1D6 Con) 20 Skull (Roll save vs. massive damage)

same as called shots



Instant Kills: Critical Hit + Nat 20 = Instant Kill
I use this one myself.
 
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