Post a Houserule that Failed


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Tried a feat and skill purchasing set-up. It allowed you to swap out some exp for extra goodies. Unfortunately, I didn't limit how many of each could be taken. This developed into a huge power gap between those with many skills/feats vs those with higher hp, saves, bab, etc. The former couldn't keep up anymore.

I still allow purchasing feats and skills in the new campaign, but it has it's limits now. No one gets left behind. :)
 

Exploding 20s. (On a nat 20, reroll the d20 and add the result)

The trouble is how it interacts with the "take 20" rule... either this effectively means you can get your skill check as high as you like by taking enough time, or if you get rid of that, you wind up with players who keep rolling anyway, in order get that exploding 20, which was the reason for the take 20 rule in the first place!

What worked was using it for combat rolls only (and getting rid of the nat20 auto-success rule) and not using it for skills. It took too long to figure this out though, to much frustration on all sides.
 

One rule I ended up reworking was the rule I put in place about dying at -10. I made it -10 - level - con modifier, which I thought was good, but it ended up being too complicated to remember easily and no one could seem to get it right without looking it up, so I scrapped it for -10 - con score, which is slightly simpler and stolen from something online (can't remember link). (Although I think -10 - fort save might be a better one...)

Rule of thumb to be learned from this: generally, any house rule that can be remembered as easily as a core rule is better than one that needs to be referenced every time you use it. :) (Then again, with core rules like turning undead and grappling, this might not the best way to phrase this rule of thumb...)
 

DungeonmasterCal said:
Hey! Rom90125! Another SomaFM fan!! I usually have that playing in the background during my game sessions!!

I now return you to your regularly programmed lives.


Groove Salad is the best thing to happen to the 'net in a really long time. What station do you play during your sessions?
 

Fieari said:
What worked was using it for combat rolls only (and getting rid of the nat20 auto-success rule) and not using it for skills. It took too long to figure this out though, to much frustration on all sides.
World Tree RPG uses this idea. It says there are two types of rolls--d-rolls and s-rolls.

A d20 means you roll a d20 normally and take the result normally (nothing special happens on a 1 or 20).

An s20 is a stress roll. If you roll a 20, roll again and add 20 to the result. If you get another 20, keep rolling and keep adding 20's. If you roll a 1, subtract 20 and roll again. Some actions (like combat, but certainly not limited to combat) are stress rolls.
 

rom90125 said:
For the campaign I DM, I allowed open spell books and spell points. It didn't become an issue until the PCs had a grudge match and the wizards beotch-smacked the monk in 2 rounds. Then the player running the monk decided that the wide-open spell-system had to go.
How do you mean "open spell books"? Wizards could memorize from each others' books?
 

I thought that having a fairly complicated language system might be problematic, but it doesn't seem to have been. Not sure if it is because I don't audit the PCs or if it is because they understand it (I think the latter).
 

evilbob said:
One rule I ended up reworking was the rule I put in place about dying at -10. I made it -10 - level - con modifier, which I thought was good, but it ended up being too complicated to remember easily and no one could seem to get it right without looking it up...
And you didn't have them just write the number down on their character sheets because....?
 

evilbob said:
One rule I ended up reworking was the rule I put in place about dying at -10. I made it -10 - level - con modifier, which I thought was good, but it ended up being too complicated to remember easily and no one could seem to get it right without looking it up, so I scrapped it for -10 - con score, which is slightly simpler and stolen from something online (can't remember link). (Although I think -10 - fort save might be a better one...)

If your players are that lazy/dim you've got more trouble than houserules.
 

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