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Thoughts on my House Rules (please reply)
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<blockquote data-quote="Virtue" data-source="post: 4391753" data-attributes="member: 19059"><p>These are the house rules for a game that is starting next month please let me know what you think</p><p></p><p>House Rules</p><p></p><p>Background Skills</p><p>Characters start out with an extra 3 ranks of any single Knowledge, Craft, or Profession skill, or 2 ranks of any two such skills, if desired. These extra allocations work with the character’s background to help flesh out the PC.</p><p></p><p>Hit Points </p><p>Characters start first level with max hit points any time a character rolls new hit points they can take half of the max dice roll instead of rolling the dice, players can also roll for themselves and if they don’t like there roll have the DM roll for them. </p><p></p><p>Hit Dice Change </p><p>Hit dice will now directly tied to your base attack bonus progression (barbarians are the exception) </p><p>Slow Base Attack D6s </p><p>Standard Base Attack D8s</p><p>Fast Base Attack D10s</p><p></p><p>Extra Feats</p><p>Characters gain an extra feat at every even level (ex 2, 4, 6) these must be non combat feats. Non combat feats are feats that do no effect combat directly (ex Skill Focus, Item Creation Feat) any feat in question must be discussed with the DM prior to taking the feat.</p><p></p><p>Move Silently and Hide now Sneak </p><p>In these rules, Move Silently and Hide are combined into one skill, called Sneak. When ever you are trying to use either Move Silently or Hide, or both the skills you roll a sneak check. The DCs are the same as Move Silently and Hide. This skill costs two skill ranks per rank. </p><p></p><p>Spot and Listen now Perception</p><p>In these rules, Spot and Listen are combined into one skill, called Perception. When ever you are trying to use either Spot of Listen or both you roll a Perception check. The DCs are the same as Spot and Listen. This skill costs two skill ranks per rank.</p><p></p><p>Toughness</p><p>Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit points</p><p></p><p>Wizards Familiar</p><p>Wizards may choose not to take a familiar and get a bonus feat (only at first level)</p><p></p><p>Wizards Scribe Scroll </p><p>Wizards may choose not to take scribe scroll and get a bonus feat (only at first level)</p><p></p><p>Cleric Weapon Proficiency </p><p>Clerics gain proficiency in their Deity's Favored Weapon at first level.</p><p></p><p>Dodge (General, Fighter)</p><p>Prerequisite: Dex 13</p><p>Benefit: You receive a +1 dodge bonus to your Armor Class (Not just against one enemy) a condition that makes you lose your Dexterity bonus to your Armor Class also makes you lose your dodge bonuses. Also dodge bonuses stack with each other </p><p></p><p>Drawing an Item</p><p>Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move</p><p></p><p>Critical Fumbles</p><p>If a character rolls a 1 on an attack roll and fails to confirm the character will consult there roll to this chart </p><p>20 No effect </p><p>19-15 Loses all attacks for the rest of the round </p><p>14-10 Loses all attacks for the rest of the round and falls prone</p><p>9-6 Loses all attacks for the rest of the round and falls prone and drops weapon </p><p>5-2 Loses all attacks for the rest of the round and falls prone and drops weapon and does max Weapon damage and all modifiers to your self, and do sunder damage to your weapon </p><p>1 Loses all attacks for the rest of the round and falls prone and drops weapon and does A critical hit to your self and do double sunder damage on your weapon</p><p></p><p>Disabled, Dying, and Dead</p><p>Characters no longer necessarily die at –10 hit points, as in the Core Rules, Instead, If the character’s hit points drop to a negative number lower than 10 plus there Constitution modifier, the character is dead. A character also can die from taking massive damage or after suffering ability damage or drain that reduces his Constitution to 0</p><p></p><p>Instant Death </p><p>If a character rolls 3 20s in a row on an attack the victim of the attack dies instantly. If a character rolls 3 1s in a row on an attack the attacker dies. (Character must be vulnerable to instant death)</p><p> </p><p>Fumbled Saving throws </p><p>If a character rolls a 1 on a saving throw and the character takes double damage or effect from the spell</p><p></p><p>Zero Level Spells</p><p>Spell casters can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a spell caster can prepare each day is the number of Zero level spells they can usually cast. Cantrips are treated like any other spell cast by the wizard in terms of duration and other variables based on level.</p><p>Spell Changes that go along with this rule, Replacing Cause Minor Wounds and Cure Minor Wounds </p><p></p><p>Bleed</p><p>School necromancy; Level cleric 0, Druid 0</p><p>Casting</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Effect</p><p>Range close (25 ft. + 5 ft. /2 levels)</p><p>Target one living creature</p><p>Duration instantaneous</p><p>Saving Throw: Will negates; Spell Resistance: yes</p><p>Description</p><p>You cause a living creature that is below 0 hit points, but stabilized, to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.</p><p></p><p>Stabilize</p><p>School conjuration (healing); Level cleric 0, druid 0</p><p>Casting</p><p>Casting Time 1 standard action</p><p>Components V, S</p><p>Effect</p><p>Range close (25 ft. + 5 ft. /2 levels)</p><p>Target one living creature</p><p>Duration instantaneous</p><p>Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)</p><p>Description</p><p>You stanch the most grievous wounds of a dying creature. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.</p><p></p><p>Identifying Magic Items</p><p>Characters can use Craft (alchemy) to identify potions at no cost: just a taste. The Difficulty Class is 15 + the item’s caster level.</p><p>PCs can attempt to identify any magic item by casting detect magic and making a Knowledge (arcana) check. The Difficulty Class is 20 + the item’s caster level.</p><p>These are for a very baseline identification of the item.</p><p>This formula, however, is subject to the approval of the DM—he may rule that some items are easier or harder to identify than others. A ring might have secret sigils inscribed on the interior of the band that hint at its true nature, if only you could find them. A +1 sword might be the simplest thing in the world to spot. A staff of power might hide its nature until certain conditions are met. Standard retries of both the Craft and Knowledge checks are not allowed. However, a character who devotes a full day to examining an item may take 20 on the check. </p><p></p><p>Books in Use </p><p>Players Handbook </p><p>Dungeon Masters Guide </p><p>Monster Manuel </p><p>Pathfinder: Rise of the Runelords Player's Guide</p><p>Pathfinder Chronicles: Campaign Setting (OGL) Hardcover</p><p>The players before the game starts will pick 2.5 books per PC to be shared amongst the group </p><p>[D][/D]</p></blockquote><p></p>
[QUOTE="Virtue, post: 4391753, member: 19059"] These are the house rules for a game that is starting next month please let me know what you think House Rules Background Skills Characters start out with an extra 3 ranks of any single Knowledge, Craft, or Profession skill, or 2 ranks of any two such skills, if desired. These extra allocations work with the character’s background to help flesh out the PC. Hit Points Characters start first level with max hit points any time a character rolls new hit points they can take half of the max dice roll instead of rolling the dice, players can also roll for themselves and if they don’t like there roll have the DM roll for them. Hit Dice Change Hit dice will now directly tied to your base attack bonus progression (barbarians are the exception) Slow Base Attack D6s Standard Base Attack D8s Fast Base Attack D10s Extra Feats Characters gain an extra feat at every even level (ex 2, 4, 6) these must be non combat feats. Non combat feats are feats that do no effect combat directly (ex Skill Focus, Item Creation Feat) any feat in question must be discussed with the DM prior to taking the feat. Move Silently and Hide now Sneak In these rules, Move Silently and Hide are combined into one skill, called Sneak. When ever you are trying to use either Move Silently or Hide, or both the skills you roll a sneak check. The DCs are the same as Move Silently and Hide. This skill costs two skill ranks per rank. Spot and Listen now Perception In these rules, Spot and Listen are combined into one skill, called Perception. When ever you are trying to use either Spot of Listen or both you roll a Perception check. The DCs are the same as Spot and Listen. This skill costs two skill ranks per rank. Toughness Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit points Wizards Familiar Wizards may choose not to take a familiar and get a bonus feat (only at first level) Wizards Scribe Scroll Wizards may choose not to take scribe scroll and get a bonus feat (only at first level) Cleric Weapon Proficiency Clerics gain proficiency in their Deity's Favored Weapon at first level. Dodge (General, Fighter) Prerequisite: Dex 13 Benefit: You receive a +1 dodge bonus to your Armor Class (Not just against one enemy) a condition that makes you lose your Dexterity bonus to your Armor Class also makes you lose your dodge bonuses. Also dodge bonuses stack with each other Drawing an Item Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move Critical Fumbles If a character rolls a 1 on an attack roll and fails to confirm the character will consult there roll to this chart 20 No effect 19-15 Loses all attacks for the rest of the round 14-10 Loses all attacks for the rest of the round and falls prone 9-6 Loses all attacks for the rest of the round and falls prone and drops weapon 5-2 Loses all attacks for the rest of the round and falls prone and drops weapon and does max Weapon damage and all modifiers to your self, and do sunder damage to your weapon 1 Loses all attacks for the rest of the round and falls prone and drops weapon and does A critical hit to your self and do double sunder damage on your weapon Disabled, Dying, and Dead Characters no longer necessarily die at –10 hit points, as in the Core Rules, Instead, If the character’s hit points drop to a negative number lower than 10 plus there Constitution modifier, the character is dead. A character also can die from taking massive damage or after suffering ability damage or drain that reduces his Constitution to 0 Instant Death If a character rolls 3 20s in a row on an attack the victim of the attack dies instantly. If a character rolls 3 1s in a row on an attack the attacker dies. (Character must be vulnerable to instant death) Fumbled Saving throws If a character rolls a 1 on a saving throw and the character takes double damage or effect from the spell Zero Level Spells Spell casters can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a spell caster can prepare each day is the number of Zero level spells they can usually cast. Cantrips are treated like any other spell cast by the wizard in terms of duration and other variables based on level. Spell Changes that go along with this rule, Replacing Cause Minor Wounds and Cure Minor Wounds Bleed School necromancy; Level cleric 0, Druid 0 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft. /2 levels) Target one living creature Duration instantaneous Saving Throw: Will negates; Spell Resistance: yes Description You cause a living creature that is below 0 hit points, but stabilized, to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage. Stabilize School conjuration (healing); Level cleric 0, druid 0 Casting Casting Time 1 standard action Components V, S Effect Range close (25 ft. + 5 ft. /2 levels) Target one living creature Duration instantaneous Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless) Description You stanch the most grievous wounds of a dying creature. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. Identifying Magic Items Characters can use Craft (alchemy) to identify potions at no cost: just a taste. The Difficulty Class is 15 + the item’s caster level. PCs can attempt to identify any magic item by casting detect magic and making a Knowledge (arcana) check. The Difficulty Class is 20 + the item’s caster level. These are for a very baseline identification of the item. This formula, however, is subject to the approval of the DM—he may rule that some items are easier or harder to identify than others. A ring might have secret sigils inscribed on the interior of the band that hint at its true nature, if only you could find them. A +1 sword might be the simplest thing in the world to spot. A staff of power might hide its nature until certain conditions are met. Standard retries of both the Craft and Knowledge checks are not allowed. However, a character who devotes a full day to examining an item may take 20 on the check. Books in Use Players Handbook Dungeon Masters Guide Monster Manuel Pathfinder: Rise of the Runelords Player's Guide Pathfinder Chronicles: Campaign Setting (OGL) Hardcover The players before the game starts will pick 2.5 books per PC to be shared amongst the group [D][/D] [/QUOTE]
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