Post Your House Rules

Eye Tyrant

First Post
I'm just curious to see what everyone has compiled for house rules. My game is very "House Rules Lite". I really have no HRs yet, but use a lot of the variants from the core books. Some issues I read about on the boards have never come up in my games, othes have. So, if your inclined, post your House Rules here for all the HR Newbs like myself.
 

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Our group uses a few house rules they often change from game to game since most of our house rules are to add flavor to the setting. One of our constent house rules in skill checks instead of a D20 we use 2D10 instead, this tends to create a avg range which in turn means those more skilled are far more likely to succed at stuff.
 

Strictly speaking of HR altering the game mechanics: none.

I currently run a campaign with 3.5 core ruleset and the following "expansions" meant for character creation:

- no multiclassing penalties (each level in a favored class gives 1 bonus skill point)

- max rank of cross-class skills is increased to level+3, as class skills

- character feats at every odd level, instead of every 3

The characters are level 4, therefore the third one above hasn't been used yet, and the players don't know about it ;)
 


- 1 extra feat at level 1, no feat may have another feat prerequisite. Feats are gained every odd level, attribute increases every even level.
- Imp Crit and Keen stack.
- Max Dex bonus applies to everything.
- no multiclassing penalties.
- Spell Focus +1, GSF +2, it stacks.
- Deflect Arrows allows several attempts.
- crit miss rules.

Some others.... but the post was lost.
 

This is for a 3.5 game:

All classes get 2 extra skill pts per level
Dwarves get +2 Con, -2 Dex
Half-orcs get +2 Str, -2 Int
Clr doesn't get heavy armor proficiency
Pal and Rgr have a caster lvl of class lvl-3
Rgr counts as a Drd of Rgr lvl-3 for animal companion purposes
Sor gets Eschew Materials as free feat
Dodge gives a +1 dodge bonus vs. all attackers
Imp Crit and Keen stack
Power Attack does not give a +2 for -1 with two-handed weapons
Spell Focus gives +2, GSF gives +1 (stacks)
Lots of spell changes, such as buff spells lasting 10 min/lvl and Deeper Darkness creating complete darkness, not shadowy area.
 
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Open-ended d20.

I think I stole the idea from my Role Master GM, but he doesn't seem to mind. For the most part this sort of thing has little impact on the game, but sometimes a players needs an outrageous roll to succeed in something, or to hit some foe. And once or twice per' campaign that perfect roll comes along and then there are plenty of smiles all around.

It goes the other way around as well, but this has only resulted in character deaths a few times, and those were really hilarious :D.
 

Moderate Changes

- Humans bonus feat comes from homebrew list of regional feats
(mostly +2/+2 to skills)
- 4 Regional skills which count as class skills to all human or 1/2 humans
- below 0 hp results in con loss, death at hp= -con
- critical fumble on 1, if reflex sv is failed dc12 modified by stupidity of action
(Stupid actions encouraged in combat)
- all demihumans have two favored classes 1 spellcaster, one non.
- Halflings make excellent Psions (my LGS sold out of XPH so I wait)
- no gnomes
- no fewkin peekaboo paladin mounts
- Sorcerer Lineages from En world Sorcerer Fix thread :)
- Several modified spells: Including Hold Person - which gives an intial save,
if this fails then it lasts for concentration, + 1 save per round after the
caster stops concentrating max 1 rnd per caster level.
- Monks choose a style one of 6 western continent one of 5 eastern
continent. Most styles from unearthed arcana.
- Toughness Feat adds +3 hp or Hp = to base fortitude save
- only 9 humanoid races, each created by one of 3 dark godesses
 


For DnD 3.5:

Characters die at the negative HP value of their CON.

Characters make a FORT save (iirc DC 15 + HP below zero) when they reach negative HPs to remain conscious. For every round they do not stabilize, they make an additional FORT save.
-They still can't DO anything other than lie on the floor and whimper; you need Die Hard for that. No spells and can't do anything but free actions. This leads to some interesting "last words" scenarios.

A flanked creature suffers a -2 AC rather than granting its flankers a +2 to hit; this allows a Sneak Attacker to SA out-of-flank and used ranged attacks to SA a flanked creature (mind you, if he doesn't have precise shot, he'll probably miss).

A fate point system which replaces the ability score gains and feats per level. IIRC, you get 2 points per level and it costs 4 for a feat, 5 for an ABI increase. You also get more for RP and quick-thinking scenarios. Spend one point and gain use of a feat, regardless of prerequisites, for one encounter. Some other uses, but those are the major ones.
-The previous rule is a free action; there's nothing like suddenly gaining whirlwind attack "out of inspiration" in the middle of combat, or suddenly being able to perform great acts of strength to bend prison bars after a TPC.

A Masterwork system that allows you to add to Attack/Damage seperately. Humans can craft any weapon up to +2/+2, dwarves favor "dwarfish weapons" and craft up to +2/+4, and elves favor "elfish weapons" and craft up to +4/+2. This is just what is typical of NPCS, PCs don't have the same restrictions.
-Special abilities make a weapon magical (i.e. a +1/+1 keen dagger) for purposes of DR.

For every item creation feat you have, you gain a bonus (25exp) x (class levels) which may only be used to craft items.
-My players complain that they can't craft anything after leveling up :/.

Sorcerers may apply metamagic feats to their spells as a standard action.

A meta-game system similar to the ones discussed a couple of threads down to speed up combat.

Some of these are better thought out than others :/. Meh.
 

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