The VCH list (Very Common Houserules)

comrade raoul said:
Keen and Improved Critical stack, yielding a tripled base threat range.

First off it would be nice to have a House Rules Compendium PDF,


My own

Bards can substitute a cure light wounds spell for any other spell (spontaeneously casting)

After first level a character cannot multiclass into Sorcerer, or Barbarian unless those are the racial favored classes for the Character.

Rolling four 1's is a 19 in ability generation


About the above quote

That is a common misconception and not a common house rule.
 

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$ = in my campaign, & = generally in our group (I think)

Disabled to - Level, Dead at - (CON + Level +1). &
Dodge = +1AC to everyone. $
Sorcerers get Eschew Materials as a bonus. $
If a player doesn't like the HP they roll the DM will roll for them but they must take my roll.&
Diplomacy is an opposed check to diplomacy. $
'Fighter Level x' as feat pre-req replaced by BAB x+. &

Probably many more, but they don't always come up.
 

Priest_Sidran said:
About the [Keen and Improved crit stacking]

That is a common misconception and not a common house rule.

If you say it's a house rule, obviously you know it's not a regular rule, therefore it's not a misconception (at least, not to the person who posted it here). It is a very common house rule for folks who switched from 3.0 to 3.5. One of the most common, I'd bet. Check any other house rule roundup thread, it's always mentioned.
 

1. Flat-footed AC only applies to a surprise round. Once initiative is rolled, all opponents are aware of each other, no flat-footed AC.

2. Haste spell also confers +1 to initiative, in addition to other listed effects. Conversely, the Slow spell confers -1 to initiative in addition to its listed effects.

3. For multiple attacks due to high BA bonus or TWF, or both, divide the init roll by the number of attacks in the round; the combatant acts once on each initiative result (ie The PC has two attacks and rolls a 19 for initiative. Divided by 2 (rounding down) would be a 9; therefore the PC will make his first attack on Init 19 and second attack on Init 10.
 
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In my campaign:

1. Dodge gives a flat +1 dodge bonus to AC

2. Class skills can be "bought" with the Skill Focus feat (i.e., if you want Bluff as a class skill, take the Skill Focus: Bluff feat.) This gives you the +3 bonus to that particular skill, and adds that skill to your character's list of Class Skills.

3. Monks can multiclass with cleric without penalty (my monks are "religious" monks).

4. Paladins may be of any alignment, but their alignment must match their deity's alignment exactly. Paladins who channel negative energy use the Blackguard spell list, and rebuke instead of turn the undead.

5. Being raised from the dead does not cause level loss; instead it causes a permanent 1-point Constitution drain.

6. Dragons do not automatically cast spells like sorcerers. The rage like barbarians instead.
 

1. Standing up from prone does not provoke an attack of opportunity
2. Monks and paladins can multiclass freely
3. Power attack with 2-handed weapon does 3 damage for every -2 taken.
4. Natural Spell is a metamagic feat that costs a slot one level higher.
5. Rage grants +2 fort save and 2 temp hit points per barbarbian level instead of +2 con.
6. Don't roll for hit points, but instead take 3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12.
7. Melee/Ranged Weapon Mastery does not stack with Weapon Focus and Weapon Specialization.
8. Rangers can forgo spells and instead gain a bonus feat at levels where they would normally gain access to a new spell level.
9. Rogues can forgo increasing sneak attack damage by 1d6 for a bonus feat.
10. Sorcerers have d6 hit points, 4+int skill points per level, and Use Magic Device as a class skill.
 

Cheiromancer said:
I'll echo the free Eschew Materials for Sorcerers.

Treating a natural 20 as if it were 30, and a 1 as if it were -10 is probably fairly common, too. (Sometimes it is worded like "a 20 is a +10 to the roll; a 1 is a -10 to the roll" or something).

I go one step further and effectively Eschew Materials for all casters. Unless the Material Compnent has a set gp value, don't other keeping track.
 

alot of rules are being repeated in diffrent variants :P
-you get your dex mod of AOO's on someone who rolls a 1, and vicversa
ben
 

Improved Initiative can be taken more than once.

Attacks of Opportunity have a -4 penalty attached to them.

Metamagic feats can be applied on the fly by using metamagic "slots" based on level and primary casting ability.

Classes that only get 2 Skill Points/level get 4, instead.

No penalties for racial multiclassing.

Monks and paladins can multiclass freely.

Some abilities granted by combat feats can be attempted with a -4 penalty if the character doesn't possess the feat.

I've got more, but I just woke up and the Mt. Dew hasn't kicked in yet.
 

DungeonmasterCal said:
I've got more, but I just woke up and the Mt. Dew hasn't kicked in yet.
lol that reminds me of a PrC iv seen that was called RPG Geek, it was able to consume large amount of coffee and soda, got xp for bring chips, and gained the zombie template lol
borble
 

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