Please critiqe my house rules.

Quasqueton

First Post
The thread about Bad House Rules on the general forum has prompted me to post my house rules for examination. Please look over this list and tell me if you think any of these are bad, ill advised, complicated, or in anyway not good. I am open to any and all criticism on this. This is your chance to save my Players from potentially really dumb rules.

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Spells and Spellcasting
When casting a touch spell, a caster cannot cast & move & touch in the same round. A caster can cast-touch & then move, or move & then cast-touch, but no move in between during the same round. This keeps the core standard action + move action each round (instead of standard action + move action + standard action).

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Mirror Image: all images are in the same 5' square as the caster.

Magic Items
To use a wand or scroll (or other spell trigger or completion item), the character must be of high-enough level to actually cast spells, not just have the spell on the character's list. This means rangers and paladins cannot use wands or scrolls until at least 4th level, at which time they have a caster level.

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Magic items will resize to fit only within its size category. A magic ring sized for a halfling will fit any other Small size creature, but will not fit a human, elf, ogre, etc.

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Note: Magic items are available to buy through a broker or by commission in most settlements (based on the gold piece limits explained in the DMG). Acquiring a magic item takes 3 days per 1,000gp in its market price (with a minimum of 3 days). This includes the effort of actually looking for shops, brokerage firms, and/or guilds, and the wait for the item to be located or created. [Not really a change of anything.]

Character Classes
Paladins have the option of keeping their special mount permanently, instead of summoning and dismissing each day. A summoned and dismissed special mount arrives at the summons without equipment or gear, and carries away no equipment or gear when dismissed. Any gear worn or carried by the special mount when dismissed falls to the ground. Otherwise, a summoned and dismissed special mount follows the core rules. A kept special mount also follows the core rules, but has no duration on how long it stays with the paladin each day.

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Rangers have the option of taking a favored terrain instead of a favored enemy. In a favored terrain, a ranger gets a +2 bonus to all Survival, Spot, Listen, Hide, Move Silently, and Search checks.

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Druids gain the extraordinary abilities of the forms they take when they wildshape, not just the extraordinary attacks.

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No prestige classes

Feats
You can save taking a feat until another level up. For instance, you do not have to take a feat at 1st level; you can save it till 2nd or 3rd or whatever later level.

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Dodge gives a +1 AC bonus against all opponents.

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Natural Spell is a metamagic feat. When preparing spells, the caster must determine which spell will be affected, and which form the spell can be cast in. A Natural Spell cannot be cast in any other form, including the caster's natural (humanoid) form. There is no increase in spell level for using this feat.

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Improved Critical stacks with the keen weapon enhancement.

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New feats:
Versatile [General]
Benefit: Pick any two cross-class skills. Those two skills are class skills for you.

Expanded Study [General]
Benefit: You gain 2 extra skill points when this feat is chosen, and then 2 extra skill points each level thereafter. If this feat is taken at first level, gain 8 extra skill points at this time, and then 2 extra skill points each level thereafter.

Equipment
Half-plate and full-plate armor can be "stripped down" to just a chain shirt-equivalent (for city wear or sleeping). Removing the full armor down to the chain shirt takes 1 minute less than removing the entire suit. Donning the full armor from the chain shirt base takes 1 minute less than donning the entire suit.

The Battle Grid
All squares on the battle map are 5', even diagonals. No need to worry with counting 5', 10', 5' through the diagonals. Area effect spells are square on a square grid.

Special
Player characters have Luck Points. A character starts the game with 2 LPs, and gets another with each level gain. A LP can be used to reroll one die, before or after learning what the result would be from the first roll. LPs do not regenerate---once used they are gone. NPCs do not have Luck Points.

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At level up, PCs gain a set amount of hit points according to their hit die size: d4 = 3 hit points, d6 = 4, d8 = 5, d10 = 6, d12 = 7.

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I actually would prefer to run a game with no house rules. And listing all these out in one place actually makes me wince to see just how many house rules I have. But most of the changes above are because the situation without the house rule makes me cringe when it comes up in game (like a fighter 2/ranger 2 using a wand of cure light wounds; or a mage casting a spell, moving forward, and touching all in the same round; or a paladin summoning and dismissing his living storage cabinet).

And note, also, my game runs only with the 3 core books -- PHB, DMG, MM.
 
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Quasqueton said:
The Battle Grid
All squares on the battle map are 5', even diagonals. No need to worry with counting 5', 10', 5' through the diagonals. Area effect spells are square on a square grid.

Hmmm.

What about cones? What about the fact that this makes fireball (at a 20' radius) affect about 13 more squares total. A pretty sizeable change considering the power of many area attacks, especially in mass combat.

Also, what about the logistics of battle. This rule makes it ALWAYS preferable to ranged attack on the diagonal and approach on the lateral (see below).

What about creatures with reach. A dragon becomes nasty when it can reach the equivalent of 20-25 feet on the diagonal.

Counting 5-10-5 is not that time consuming and approaches actual scale better than completely ignoring geometry. I was able to convince my DM of this when he planned on using this same rule.

DC
 

I actually thought that rangers and paladins couldn't use wands and scrolls at all until they started to gain spells, since before they reach their spellcasting level, they are not considered to have a spellcaster level, and thus have no access to using scrolls and wands.

Did I miss something with that?

I like that Improved Critical stacks with Keen... it seems like a bit of a waste otherwise.

If you're going to allow someone to save feat slots, you might consider also allowing people to pool unused skill points. You could, potentially, combine this with your "Luck Points" idea, and simply allow characters to pool character points they don't want to spend, and have the option to use the unspent ones as Luck Points, or save them to raise skill ranks later.

I've always disliked the summoned mount ability of the Paladin. It should be a constant companion animal to him, rather than just a magical summoned creature.
 

Well, I've used a battle grid for all my 24 years of gaming. (Back in AD&D1, it was 3' squares---9 per 10' square.) I've never seen a real situation come up where someone actually considered/debated/mentioned working the angles on the battle grid. I mean, sure, a 20' square covers more area than a 20' circle, but I can't remember a real situation where it mattered. 9 times out of 10, there is only one target to the fireball, or all the victims would have been caught in the 20' circle anyway.

As for cones, I've never had to figure the exact dimensions of the cone. Like the fireball, 9 times out of 10 it's placed on one target, or all the victims can easily be eyeballed to determine if they are in it or not.

And as for movement, again 9 times out of 10, it just is a matter of I am here, the guy I want to charge is there, I just count the straightest route to him, taking diagonals where necessary. I've not seen anyone take diagonals as a way to "slide" around the battlefield.

I've just never seen any of these hypothetical battlefield arrangements actually come up in real play. And although I've said, "9 times out 10" above, I don't remember a single 10th time.

I've even mentioned at our games that if we ever have a situation that we can't definitely see if someone is in an area of effect (usually when talking about cones), we'll just roll percentile dice---01-50 in, 51-00 out. But this has never happened. Most folks using a cone effect move into a position to make sure they cover who they want to cover.

<shrug> Just haven't ever seen it.

Quasqueton
 

If you're going to allow someone to save feat slots, you might consider also allowing people to pool unused skill points. You could, potentially, combine this with your "Luck Points" idea, and simply allow characters to pool character points they don't want to spend, and have the option to use the unspent ones as Luck Points, or save them to raise skill ranks later.
Well, I've never had anyone ask about saving skill points. I don't really know why someone would not spend them when they level up. I guess I'd allow it.

But I wouldn't want to mix skill points and Luck Points up. They are two completely different things.

Quasqueton
 

Quasqueton said:
Equipment
Half-plate and full-plate armor can be "stripped down" to just a chain shirt-equivalent (for city wear or sleeping). Removing the full armor down to the chain shirt takes 1 minute less than removing the entire suit. Donning the full armor from the chain shirt base takes 1 minute less than donning the entire suit.

Full-plate doesn't have chain underneath. I'd say that half-plate (which is described as the old platemail and not actual half-plate) and chainmail can strip down to chain shirt while full-plate can strip down to a breastplate.


Aaron
 

Full-plate doesn't have chain underneath. I'd say that half-plate (which is described as the old platemail and not actual half-plate) and chainmail can strip down to chain shirt while full-plate can strip down to a breastplate.
Note I said, "chain shirt-equivalent." Yes, full plate does not have actual chainmail under it, but we can pretend it has some kind of base (leather, padding, maybe some pieces of metal) that can use the same game stats as chain shirt. Heck, full plate costs 1,500gp! That's more than double the cost of half-plate for only 1 point of AC (2 points if you have +1 from Dex). And half-plate costs 650gp. That's again, more than double the next armor down (if I'm remembering correctly---banded = 250gp?). There's got to be *something* more than just a 1 point bump in AC.

In my experience playing and DMing, it seems the tanks are always vulnerable in city encounters and at night, when they can't wear their heavy armor. But the light armor, high Dex characters keep their AC 18-20 all the time. 24 hours a day. I've known some PCs who specifically bought chain shirt for wearing in cities and for sleeping in dangerous areas. I've been that PC sometimes.

I figured I'd just cut out the "middle man" (buying an extra suit of armor) for those PCs who want a *little* protection when they can't wear their full armor.

Quasqueton
 

Thanks for the replies and comments. I'm replying to them not to be defensive, but rather to show my thinking. If you find my thinking wrong or twisted, feel free to comment on that too.

Quasqueton
 

Quasqueton said:
Well, I've never had anyone ask about saving skill points. I don't really know why someone would not spend them when they level up. I guess I'd allow it.

But I wouldn't want to mix skill points and Luck Points up. They are two completely different things.

Quasqueton

The one situation I can think of for saving up skill points is when dealing with cross-class skills. Since a half-rank has absolutely no effect at all, saving the skill point for later might be good, or not... it matters very little either way, really. Perhaps for a very intelligent fighter with only a very few skills to spend his points on? I dunno, my mention of combining skill points and luck points is a little homage to d6 Star Wars, which used character points for both skill advancement and for adding an extra special die to any roll.
 

Maybe I'm thinking of platemail, rather than full-plate, but I thought it did have chainmail underneath to cover the weakpoints at the joints.
 

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