Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Post Your House Rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="John Quixote" data-source="post: 1532317" data-attributes="member: 694"><p>I've got a heck of a lot of house rules. My campaign is pretty different from the core.</p><p> </p><p>1. Ability scores. You can use the standard 4d6 method in the PHB, or set your own scores from a pool of 75 points.</p><p> </p><p>2. Allegiances (from d20 Modern) replace alignments.</p><p> </p><p>3. Everyone recieves +1 defense bonus to AC at every 5th character level. Armor uses the DR rules from Unearthed Arcana. Armored adventurers are rare (the campaign is mostly swashbuckling style), and bracers of armor cost 1/25 their normal price to buy or craft.</p><p> </p><p>4. Your massive damage threshold equals your Con score. If you fail the DC 15 Fort save after taking massive damage, you fall to -1d10 hit points.</p><p> </p><p>5. Weapon Groups and Action Points from UA are also used. Normally, characters earn 3 + 1/2Lv action points, but advancing in your favored class grants +2 bonus APs (so there are no longer any XP penalties for multiclassing).</p><p> </p><p>6. ECL +0 playable races: human, high elf, gray elf, wood elf, half-elf, half-dwarf, half-merfolk, half-orc, half-ogre, rune dwarf, sigil dwarf, ryl gnome, knook gnome, hairfoot halfling, stout halfling, tallfellow halfling, and noble centaur.</p><p> </p><p>7. 20-level character classes: berserker, fighter, dragoon, monk, rogue, technologist, priest, witch, wizard, sorcerer, psionicist.</p><p> </p><p>8. 15-level advanced classes: bard, ninja, paladin, ranger, battlemind.</p><p> </p><p>9. 10-level prestige classes and 5-level elite classes: anything from the Dungeon Master's Guide, Expanded Psionics Handbook, or Sorcery & Steam; plus my own setting's archaeologist, combat engineer, guardian-monk, knight-templar, mad scientist, philosopher, vigulante gunslinger, and and thief-mechanic.</p><p> </p><p>10. Since massive damage is used, Power Attack is weakened (x1.5 damage with a two-handed weapon) and two-weapon fighting is strengthened (Improved 2WF requires BAB +9, but grants as many off-hand attacks as primary attacks). </p><p> </p><p>11. Characters can become proficient in akijutsu, atemi, jujutsu, kung-fu, karate, ninjutsu, sumo, or taekwando, effectively gaining the unarmed combat ability of a level 1 monk.</p><p> </p><p>12. All sorts of firearms abound in the campaign world. Firearms are slow as heck to reload, but they ignore armor DR. Adventurers may find antique fuse or matchlock weapons; most them will have flintlocks and wheelocks; but with gunsmithing skill, they can tinker up percussion-cap weapons, breech-loaders, repeaters and revolvers, sniper rifles, etc.</p><p> </p><p>13. Only the technologist (and technically-inclined prestige classes) can treat the Craft (mechancial, chemical, electrical, and therapeutic) skills as class skills. Technologists can use mechanics to make powerful weapons and armor, useful gadgets, and even automata and vehicles. Chemistry can be used to make acids, explosives, poisons, propellants, and fuels. The electrical discipline includes shocking weapons, gadgets that use electricity, and for the mad scientist in all of us, animated corpses. The therapeutic skill includes drugs of both the healing and harmful variety.</p><p> </p><p>14. All spellcasters use the Daily Spell List variant from Unearthed Arcana. You prepare your spells like normal, and then you can cast them in any combination based on how many spells per day you can cast.</p><p> </p><p>15. The sorcerer changes from an innate mage to one specialized in summoning and divining. Sorcerers are barred from three schools, but they recieve a domain (choice of Magic, Earth, Air, Fire, Water, Good, Evil, Law, or Chaos) and specialization in both Conjuration and Divination.</p><p> </p><p>16. The psionicist is pretty much a combination of the psion and the erudite. They learn and manifest powers like an erudite, but select a discipline like a psion.</p><p> </p><p>17. Characters earn experience and advance in levels based on the Level-Independent XP Awards in UA.</p><p> </p><p>18. Any character can choose to customize their class skill lists. Instead of the standard list, classes have Craft, Profession, and a number of class skills equal to their base skill point number plus four (so, six for a fighter, eight for a berserker, ten for a bard, or twelve for a rogue). Knowledge (all skills) costs two skill slots, and only bards and rogues may take Decipher Script or Use Magic Device.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 1532317, member: 694"] I've got a heck of a lot of house rules. My campaign is pretty different from the core. 1. Ability scores. You can use the standard 4d6 method in the PHB, or set your own scores from a pool of 75 points. 2. Allegiances (from d20 Modern) replace alignments. 3. Everyone recieves +1 defense bonus to AC at every 5th character level. Armor uses the DR rules from Unearthed Arcana. Armored adventurers are rare (the campaign is mostly swashbuckling style), and bracers of armor cost 1/25 their normal price to buy or craft. 4. Your massive damage threshold equals your Con score. If you fail the DC 15 Fort save after taking massive damage, you fall to -1d10 hit points. 5. Weapon Groups and Action Points from UA are also used. Normally, characters earn 3 + 1/2Lv action points, but advancing in your favored class grants +2 bonus APs (so there are no longer any XP penalties for multiclassing). 6. ECL +0 playable races: human, high elf, gray elf, wood elf, half-elf, half-dwarf, half-merfolk, half-orc, half-ogre, rune dwarf, sigil dwarf, ryl gnome, knook gnome, hairfoot halfling, stout halfling, tallfellow halfling, and noble centaur. 7. 20-level character classes: berserker, fighter, dragoon, monk, rogue, technologist, priest, witch, wizard, sorcerer, psionicist. 8. 15-level advanced classes: bard, ninja, paladin, ranger, battlemind. 9. 10-level prestige classes and 5-level elite classes: anything from the Dungeon Master's Guide, Expanded Psionics Handbook, or Sorcery & Steam; plus my own setting's archaeologist, combat engineer, guardian-monk, knight-templar, mad scientist, philosopher, vigulante gunslinger, and and thief-mechanic. 10. Since massive damage is used, Power Attack is weakened (x1.5 damage with a two-handed weapon) and two-weapon fighting is strengthened (Improved 2WF requires BAB +9, but grants as many off-hand attacks as primary attacks). 11. Characters can become proficient in akijutsu, atemi, jujutsu, kung-fu, karate, ninjutsu, sumo, or taekwando, effectively gaining the unarmed combat ability of a level 1 monk. 12. All sorts of firearms abound in the campaign world. Firearms are slow as heck to reload, but they ignore armor DR. Adventurers may find antique fuse or matchlock weapons; most them will have flintlocks and wheelocks; but with gunsmithing skill, they can tinker up percussion-cap weapons, breech-loaders, repeaters and revolvers, sniper rifles, etc. 13. Only the technologist (and technically-inclined prestige classes) can treat the Craft (mechancial, chemical, electrical, and therapeutic) skills as class skills. Technologists can use mechanics to make powerful weapons and armor, useful gadgets, and even automata and vehicles. Chemistry can be used to make acids, explosives, poisons, propellants, and fuels. The electrical discipline includes shocking weapons, gadgets that use electricity, and for the mad scientist in all of us, animated corpses. The therapeutic skill includes drugs of both the healing and harmful variety. 14. All spellcasters use the Daily Spell List variant from Unearthed Arcana. You prepare your spells like normal, and then you can cast them in any combination based on how many spells per day you can cast. 15. The sorcerer changes from an innate mage to one specialized in summoning and divining. Sorcerers are barred from three schools, but they recieve a domain (choice of Magic, Earth, Air, Fire, Water, Good, Evil, Law, or Chaos) and specialization in both Conjuration and Divination. 16. The psionicist is pretty much a combination of the psion and the erudite. They learn and manifest powers like an erudite, but select a discipline like a psion. 17. Characters earn experience and advance in levels based on the Level-Independent XP Awards in UA. 18. Any character can choose to customize their class skill lists. Instead of the standard list, classes have Craft, Profession, and a number of class skills equal to their base skill point number plus four (so, six for a fighter, eight for a berserker, ten for a bard, or twelve for a rogue). Knowledge (all skills) costs two skill slots, and only bards and rogues may take Decipher Script or Use Magic Device. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Post Your House Rules
Top